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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>
1.6 KiB
1.6 KiB
id: annot-queries name: @Queries category: annotations kind: annotation tokens: @Queries sig: @Queries(these: [Position, Velocity]) tip: Declare the properties a handler operates on, binding their fields by name in the body. order: 0
@Queries lets a handler declare the properties it operates on up front, and the compiler wraps the whole body in a query loop over the matching model instances. The body then runs once per match with each listed property bound by name — you write Position.column directly instead of opening a for (…) in query […] yourself — and self() gives the current instance. It takes the same shape as a manual query: these: [ … ] lists the required properties (each may carry a filter like Health{current <= 0}), and an optional on: Model restricts the match to instances of one model. Reach for it when a handler's entire job is "for every matching instance, do this"; drop to an explicit query when you need finer control inside the loop.
program AdvanceMovement {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
model Player { Position, Velocity }
@Queries(these: [Position, Velocity], on: Player) # body runs once per matching Player
handler AdvancePositions phase FixedUpdate {
Position.column = Position.column + Velocity.delta_x
Position.row = Position.row + Velocity.delta_y
}
handler SpawnPlayer phase Start {
spawn Player { Position { column: 0, row: 0 }, Velocity { delta_x: 1, delta_y: 0 } }
}
}