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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>
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1.4 KiB
id: kw-spawn name: spawn category: ecs kind: keyword tokens: spawn sig: spawn Label { Prop { field: v }; … } tip: Create a model instance carrying the listed properties, seeding their fields. order: 0
A spawn creates a new model instance and attaches the listed properties, each field starting from its default and then taking any overrides you give. The Label after spawn is just a readable name for the instance at that call site — it does not have to be a declared model — while the {Prop { … }; …} block is what actually determines which properties the instance carries. If you spawn a declared model, every property in that model comes along automatically. A newly spawned instance is visible to matching queries immediately, and one spawned mid-loop at a higher id is even visited in the same tick, so spawn into a later phase if you want to defer that.
program Waves {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Enemy { Position, Velocity, Health }
handler SpawnWave phase Start {
spawn Grunt { Position { column: 18, row: 4 }; Velocity { delta_x: -1 }; Health { current: 20 } }
spawn Brute { Position { column: 18, row: 9 }; Velocity { delta_x: -1 }; Health { current: 60 } }
}
}