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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>
28 lines
1.2 KiB
Markdown
28 lines
1.2 KiB
Markdown
---
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id: annot-onstart
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name: @OnStart
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category: annotations
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kind: annotation
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tokens: @OnStart
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sig: @OnStart handler Name { … }
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tip: Run a handler once at boot instead of assigning it a frame phase.
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order: 50
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---
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<code>@OnStart</code> pins a handler to the program's boot moment: it runs exactly once when the program starts, before the per-frame phases begin, instead of being placed in a recurring phase. Use it for one-time setup — spawning the initial world, seeding program vars, loading a scene. It overrides the handler's phase, so you write <code>@OnStart handler Name { … }</code> rather than <code>handler Name phase Start</code> and get the same once-at-boot placement through the annotation channel. Its shutdown counterpart is <code>@OnQuit</code>; add <code>@Public</code> to also emit a <code>program_start</code> event other modules can hook.
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```ludic
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program BootHook {
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property Health { current: int = 0, maximum: int = 100 }
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model Player { Health }
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var elapsed_frames: int = 0
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@OnStart handler CreateWorld { # runs once at boot
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spawn Player { Health { current: 100, maximum: 100 } }
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elapsed_frames = 0
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}
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handler CountFrames phase Update { elapsed_frames = elapsed_frames + 1 }
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}
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```
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