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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>
1.7 KiB
1.7 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-on | on enter / on exit | scenes | keyword | on | on enter { … } on exit { … } | Scene lifecycle hooks that fire as a scene becomes active or is left. | 2 |
on introduces a scene's lifecycle hooks: on enter { … } runs once when the scene becomes active, and on exit { … } runs once as it is left. They are hooks, not phases — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's on enter fires at boot right after the Start phase; on a become Other the current scene's on exit runs, the active scene switches, then the new scene's on enter runs. Use on enter to spawn the models a scene needs and reset its counters, and on exit to tidy up before leaving.
program SceneHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
var elapsed_frames: int = 0
scene Overworld start {
layer World {
handler EnterBattle phase Update {
if Input.key() == 'b' { become Battle }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}
}
scene Battle {
on enter {
elapsed_frames = 0
spawn Enemy { Position { column: 8, row: 4 } }
}
on exit {
for (any_position) in query [Position, {Enemy}] { despawn self() }
}
layer Fight {
handler DrawBattle phase Render {
Screen.clear(Color.Crimson)
for (current_position) in query [Position, {Enemy}] {
Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
}
Screen.show()
}
}
}
}