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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>
35 lines
1.3 KiB
Markdown
35 lines
1.3 KiB
Markdown
---
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id: kw-state
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name: state
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category: control
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kind: keyword
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tokens: state
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sig: state Name { … }
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tip: One state of a machine — its body runs while the machine sits in it.
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order: 7
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---
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A <code>state</code> declares one state of an enclosing <code>machine</code>: a named block whose body runs while the machine's store holds that state's value. States take their value from declaration order — the first `state` is `0`, the next `1`, and so on — so you refer to them by name and never track the numbers yourself (write `state Name = expr` only when a state must have a specific value). From inside a state, `become OtherName` transitions the machine by storing the target state's value back into the store. Keep each state focused on the logic for that mode and hand off with `become` when its condition to move on is met.
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```ludic
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program DoorControl {
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enum DoorState { Closed, Opening, Open }
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var door: int = DoorState.Closed
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var elapsed_frames: int = 0
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handler RunDoor phase Update {
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machine door {
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state Closed {
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if Input.key() == ' ' { elapsed_frames = 0; become Opening }
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}
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state Opening {
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elapsed_frames = elapsed_frames + 1
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if elapsed_frames >= 30 { become Open }
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}
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state Open {
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Screen.status("door open")
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}
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}
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}
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}
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```
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