ludic/docs/language/structure/kw-var.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.

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>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-var
name: var
category: structure
kind: keyword
tokens: var
sig: var name: T = value
tip: A mutable binding — at program scope, your game's persistent named state.
order: 6
---
A <code>var</code> declares a <b>mutable</b> binding: unlike `let`, you may reassign it later with `=`, `+=`, `-=`, and friends. Where it appears decides its lifetime — inside a handler or function body it is a local, and at program scope it is persistent, named game state that every handler shares. Program-scope `var`s are the modern replacement for numeric registers: instead of `reg(0)`, you write `var score: int = 0` and read and write `score` by name. Use `var` for anything that genuinely changes — accumulators, the current score, a mode flag, an elapsed-frame counter — and prefer `let` for values that never change.
```ludic
program Scorekeeper {
var score: int = 0
var elapsed_frames: int = 0
handler Tick phase Update {
elapsed_frames = elapsed_frames + 1
if elapsed_frames % 60 == 0 { score = score + 1 }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}
```