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Rebuild the API Reference around one page per symbol and richer, verified content.
Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
instead of a single scrolling page; namespace overview pages (ns-screen …
ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
never hidden, plus a flash highlight on the scrolled-to target.
Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
`Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).
Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
page), all 22 annotations, namespace methods with parameter docs, builtins,
the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
world_query_next(property, cursor) arg order, event fields bind by name; dropped
`when` and `module` (not in the self-hosted parser).
Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
50 lines
1.8 KiB
Markdown
50 lines
1.8 KiB
Markdown
---
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id: input-key
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name: Input.key
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category: input
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kind: namespace-method
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tokens: Input.key
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sig: Input.key() -> int
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tip: The key pressed this frame as a character code (0 when nothing is pressed).
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order: 0
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ns: Input
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member: key
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---
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Returns the key currently pressed this frame as a character code, or <code>0</code> when no key is down. Compare the result against character literals such as <code>'w'</code>, <code>'a'</code>, <code>'s'</code>, <code>'d'</code>, or <code>' '</code> to drive movement and actions. Read it in an <code>Input</code>-phase handler so input is handled once per frame before the world updates. Because it reports the key held on this frame rather than a one-shot press event, a common pattern for "press to confirm" is to wait until <code>Input.key()</code> returns <code>0</code> (key released) before accepting the next press.
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```ludic
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program MoveByKey {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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const TILE_SIZE: int = 16
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handler SpawnPlayer phase Start {
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spawn Player { Position { column: 5, row: 5 } }
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}
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handler ReadInput phase Input {
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let pressed = Input.key()
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for (Position) in query [Position, {Player}] {
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if pressed == 'w' { Position.row = Position.row - 1 }
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if pressed == 's' { Position.row = Position.row + 1 }
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if pressed == 'a' { Position.column = Position.column - 1 }
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if pressed == 'd' { Position.column = Position.column + 1 }
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (Position) in query [Position, {Player}] {
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Screen.fill_rectangle(
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x: Position.column * TILE_SIZE,
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y: Position.row * TILE_SIZE,
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width: TILE_SIZE,
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height: TILE_SIZE,
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color: Color.LimeGreen)
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}
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Screen.show()
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}
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}
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```
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