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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>
46 lines
1.8 KiB
Markdown
46 lines
1.8 KiB
Markdown
---
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id: kw-phase
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name: phase
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category: structure
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kind: keyword
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tokens: phase
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sig: phase Start | Input | Update | FixedUpdate | Render
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tip: Names which stage of the frame a handler runs in.
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order: 4
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---
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Every handler declares a <code>phase</code> — the stage of the frame in which the engine calls it. <b>Start</b> runs once at boot, before the first frame, and is where you seed the world. Then every frame the engine runs, in order, <b>Input</b> (read the keyboard), <b>FixedUpdate</b> (the deterministic fixed-timestep step, for physics and anything that must be reproducible), <b>Update</b> (the ordinary per-frame logic), and <b>Render</b> (draw the frame, ending with `Screen.show()`). Handlers in the same phase run in declaration order, so ordering within a phase is under your control. Put drawing only in `Render`; put keyboard reads in `Input`.
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```ludic
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program PhaseTour {
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property Position { column: int = 0, row: int = 0 }
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property Velocity { delta_x: int = 0, delta_y: int = 0 }
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model Player { Position, Velocity }
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handler Boot phase Start {
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spawn Hero { Position { column: 5, row: 5 } }
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}
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handler ReadKeys phase Input {
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let pressed = Input.key()
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for (velocity) in query [Velocity, {Player}] {
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if pressed == 'd' { velocity.delta_x = 1 }
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if pressed == 'a' { velocity.delta_x = -1 }
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}
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}
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handler AdvancePositions phase Update {
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for (position, velocity) in query [Position, Velocity, {Player}] {
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position.column = position.column + velocity.delta_x
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (position) in query [Position, {Player}] {
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Screen.fill_rectangle(x: position.column * 16, y: position.row * 16, width: 16, height: 16, color: Color.White)
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}
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Screen.show()
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}
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}
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```
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