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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>
40 lines
1.3 KiB
Markdown
40 lines
1.3 KiB
Markdown
---
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id: kw-start
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name: start
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category: scenes
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kind: keyword
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tokens: start
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sig: scene Name start { … }
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tip: Marks the one scene the game begins in.
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order: 50
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---
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`start` marks the scene the game begins in. Written right after the scene's name (`scene Title start { … }`), it tells the compiler which scene becomes active at boot: its `on enter` hook fires once, immediately after the `Start` phase, and its layers begin dispatching on the first frame. Mark <b>exactly one</b> scene `start`; if no scene is marked, the first one declared is used. Every other scene is reached later with `become`.
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```ludic
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program StartSceneExample {
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scene MainMenu start {
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on enter { Screen.status("main menu") }
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layer Menu {
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handler ChooseOption phase Update {
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if Input.key() == 'p' { become Overworld }
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}
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handler DrawMenu phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.draw_text(x: 40, y: 90, text: "PRESS P TO PLAY", color: Color.White, scale: 1)
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Screen.show()
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}
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}
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}
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scene Overworld {
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layer World {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Screen.fill_rectangle(x: 100, y: 100, width: 16, height: 16, color: Color.Gold)
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Screen.show()
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}
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}
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}
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}
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```
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