ludic/docs/language/control/kw-in.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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
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- 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>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-in
name: in
category: control
kind: keyword
tokens: in
sig: for x in range | query
tip: The part of a for loop that names what to iterate — a range or a query.
order: 3
---
The <code>in</code> keyword is the bridge in a `for` loop between the loop's bindings and the source it walks. On the right of `in` you write either a numeric range, `a .. b`, binding one fresh index each pass, or an ECS `query [...]`, binding one variable per non-tag property for each matching model instance. It always pairs with `for` and never stands alone. In the query form the parentheses group the bound properties — `for (position, velocity) in query [Position, Velocity]` — and the body then runs once per instance that carries them all.
```ludic
program Movement {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
model Enemy { Position, Velocity }
handler Boot phase Start {
for slot in 0 .. 3 {
spawn Grunt { Position { column: slot * 4, row: 2 }; Velocity { delta_x: 1 } }
}
}
handler AdvancePositions phase Update {
for (position, velocity) in query [Position, Velocity, {Enemy}] {
position.column = position.column + velocity.delta_x
}
}
}
```