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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 | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| map-row | Map.row | map | namespace-method | Map.row | Map.row(y, cells) | Fill one row of the tilemap from a string of tile characters. | 1 | Map | row |
Fills a single map row from a string, one character per cell — an easy, readable way to author a level directly in source. Character y selects the row (from the top, starting at 0), and each character of cells becomes the tile at that column. Call Map.size first, then one Map.row per row; the string length should match the map width. By convention '#' is a wall and '.' is open floor, but you may use any characters as your own tile codes and interpret them however you like with Map.tile.
Parameters:
y— the row index to fill, from the top (0-based)cells— a string of tile characters, one per column
program HandDrawnLevel {
const GRID_WIDTH: int = 10
const GRID_HEIGHT: int = 5
const TILE_SIZE: int = 16
handler BuildLevel phase Start {
Map.size(width: GRID_WIDTH, height: GRID_HEIGHT)
Map.row(y: 0, cells: "##########")
Map.row(y: 1, cells: "#........#")
Map.row(y: 2, cells: "#..####..#")
Map.row(y: 3, cells: "#........#")
Map.row(y: 4, cells: "##########")
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for row in 0 .. GRID_HEIGHT {
for column in 0 .. GRID_WIDTH {
if Map.tile(x: column, y: row) == '#' {
Screen.fill_rectangle(
x: column * TILE_SIZE,
y: row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.White)
}
}
}
Screen.show()
}
}