ludic/docs/language/structure/kw-model.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
Rebuild the API Reference around one page per symbol and richer, verified content.

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- 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.
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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
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- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-model
name: model
category: structure
kind: keyword
tokens: model
sig: model Name { PropA, PropB, … }
tip: A named kind of thing — a fixed bundle of properties you spawn by one name.
order: 2
---
A <code>model</code> names a <b>kind</b> of thing in your game and the fixed set of properties every instance of it carries. Instead of attaching properties one by one, you `spawn` the model by name and every listed property comes with it, seeded from its defaults. A model's name doubles as a query tag: write `{Player}` inside a `query [...]` to match only instances of that model. The model itself has no fields of its own, so you never bind it to a variable — you bind its properties and filter by its tag.
```ludic
program Arena {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
model Enemy { Position, Velocity, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 2, row: 8 } }
spawn Grunt { Position { column: 18, row: 8 }; Velocity { delta_x: -1 } }
}
handler AdvanceEnemies phase Update {
for (position, velocity) in query [Position, Velocity, {Enemy}] {
position.column = position.column + velocity.delta_x
}
}
}
```