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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>
39 lines
1.5 KiB
Markdown
39 lines
1.5 KiB
Markdown
---
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id: kw-machine
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name: machine
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category: control
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kind: keyword
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tokens: machine
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sig: machine store { state Name { … } }
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tip: An explicit state machine over an int var — dispatches on the store's value.
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order: 6
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---
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A <code>machine</code> turns an integer store into an explicit state machine, replacing brittle `if phase == N` chains. It reads the store — a named program-scope `var` is the modern choice — and dispatches to the matching `state` block; inside a state, `become Name` transitions to another state of the same machine. States number themselves by declaration order (the first is `0`, the next `1`, and so on), so you never write magic constants, though `state Name = expr` is accepted when a state needs a specific value. Because `become` compiles to a single store back into the `var`, the whole machine lowers to plain branches with no dispatch table. Place a `machine` inside a handler so it runs each frame.
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```ludic
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program TurnOrder {
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enum Phase { KnightMenu, KnightResolve, EnemyTurn }
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var battle_phase: int = Phase.KnightMenu
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handler RunTurn phase Update {
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machine battle_phase {
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state KnightMenu {
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if Input.key() == ' ' { become KnightResolve }
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}
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state KnightResolve {
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become EnemyTurn
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}
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state EnemyTurn {
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become KnightMenu
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}
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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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Screen.draw_number(x: 8, y: 8, value: battle_phase, color: Color.Gold, scale: 2)
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Screen.show()
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}
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}
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```
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