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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>
32 lines
1.5 KiB
Markdown
32 lines
1.5 KiB
Markdown
---
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id: annot-toclients
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name: @ToClients
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category: annotations
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kind: annotation
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tokens: @ToClients
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sig: @ToClients event Name { … }
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tip: A remote event broadcast from the server to clients — a server→clients notification.
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order: 50
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---
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<code>@ToClients</code> marks an <code>event</code> as a directional remote event that travels from the authority down to clients — a broadcast, again the ordinary event bus with a direction flag. When the server <code>emit</code>s it, the POD payload is serialized as an event id plus its packed fields and sent through the transport seam to the clients; each client's pump re-emits it into normal <code>@On</code> dispatch, so an <code>@On(Name)</code> handler on every client reacts. Use it for authoritative notifications a client should present but not decide — an explosion happened, a round ended, a pickup was granted. Its mirror is <code>@ToServer</code>, which carries client requests the other way.
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```ludic
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program ExplosionBroadcast {
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property EffectLog { count: int = 0 }
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model Client { EffectLog }
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@ToClients event Boom { column: int = 0, row: int = 0 } # server -> clients broadcast
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@On(Boom) handler PlayExplosion { # every client reacts
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for (EffectLog) in query [EffectLog, {Client}] {
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EffectLog.count = EffectLog.count + 1
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}
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}
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entry {
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spawn Client { EffectLog { count: 0 } }
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emit Boom(column: 8, row: 3) # serialized to clients, re-emitted on arrival
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}
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}
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```
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