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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>
34 lines
1.8 KiB
Markdown
34 lines
1.8 KiB
Markdown
---
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id: annot-ondespawn
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name: @OnDespawn
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category: annotations
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kind: annotation
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tokens: @OnDespawn
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sig: @OnDespawn(Model, reason: r) handler Name { … }
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tip: Run a handler when a model instance is torn down, optionally knowing why.
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order: 50
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---
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<code>@OnDespawn(Model)</code> is the teardown counterpart to <code>@OnSpawn</code>: it fires once for each instance of the named model as it is removed, whether by an in-world <code>despawn</code> or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional <code>reason: r</code> binding it becomes reason-carrying teardown — <code>r</code> is bound to an <code>EndReason</code> the compiler passes at each teardown site (an in-world despawn passes <code>EndReason.Despawned</code>, program exit passes <code>EndReason.Quit</code>) so one hook can branch on <b>why</b> the instance is ending, the way Unreal's <code>EndPlay(reason)</code> does. Every still-live instance's hook fires at quit, which makes "no silent deaths" real: drop loot on a real death but skip it when the app is simply closing. Add <code>@Public</code> to also emit a <code>model_<Model>_despawn</code> event.
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```ludic
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program DespawnHook {
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property Health { current: int = 0 }
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property Loot { gold: int = 0 }
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model Enemy { Health, Loot }
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@OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
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match teardown_reason {
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EndReason.Quit => {} # app closing — do not drop loot
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_ => { print(Loot.gold) } # died in-world — award the gold
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}
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}
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handler SpawnWave phase Start { spawn Enemy { Health { current: 10 }, Loot { gold: 25 } } }
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handler KillOne phase Render {
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for (Health) in query [Health, {Enemy}] { despawn self() } # prints 25
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quit()
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}
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}
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```
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