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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>
31 lines
1.3 KiB
Markdown
31 lines
1.3 KiB
Markdown
---
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id: annot-on
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name: @On
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category: annotations
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kind: annotation
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tokens: @On
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sig: @On(Event) handler Name { … }
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tip: Register a compile-time listener that runs whenever an event is emitted.
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order: 2
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---
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<code>@On(Event)</code> turns a handler into a listener for a named <code>event</code>: whenever any code runs <code>emit Event(...)</code>, this handler's body runs with the event's fields bound by name. It is how systems talk to each other without referencing one another directly — the emitter never knows who is listening, so gameplay, UI and mods can all react to the same moment independently. Several handlers may listen to one event; they run in declaration order. On a <code>cancellable event</code>, a listener may <code>cancel</code> to veto it, and the emitter sees that outcome. Related lifecycle hooks such as <code>@OnSpawn</code>, <code>@OnEnable</code> and <code>@OnDespawn</code> are specialized event listeners the compiler wires up for you.
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```ludic
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program Events {
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property Health { current: int = 100, maximum: int = 100 }
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model Player { Health }
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event Damaged { amount: int = 0 }
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handler SpawnPlayer phase Start {
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spawn Player { Health { current: 100, maximum: 100 } }
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emit Damaged(amount: 25)
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}
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@On(Damaged)
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handler ReportDamage {
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print(amount)
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}
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}
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```
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