ludic/docs/language/scenes/kw-scene.md
Orkuncakilkaya 3c7ec9b016
All checks were successful
docs / build-and-deploy (push) Successful in 2s
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
- 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>
2026-08-29 17:53:22 +03:00

1.7 KiB

id name category kind tokens sig tip order
kw-scene scene scenes keyword scene scene Name [start] { on enter{} on exit{} layer … } A mutually-exclusive game state — a title screen, the overworld, a battle. 0

A scene is one of the mutually-exclusive states a game moves between — a title screen, the overworld, a battle, a shop. Exactly one scene is active at a time, and only the active scene's layer handlers run each phase; handlers declared outside any scene are global and run every frame regardless. A scene may carry an on enter / on exit pair of lifecycle hooks and one or more layer blocks that group its handlers. Under the hood a scene lowers to an implicit state machine the compiler writes for you (scenes number themselves by declaration order), so become from one scene to another costs two direct calls and a register store — no dispatch table.

program SceneExample {
  var elapsed_frames: int = 0

  scene Title start {
    on enter { elapsed_frames = 0 }
    layer Main {
      handler WaitForStart phase Update {
        elapsed_frames = elapsed_frames + 1
        if Input.key() != 0 { become Overworld }
      }
      handler DrawTitle phase Render {
        Screen.clear(Color.MidnightBlue)
        Screen.draw_text(x: 60, y: 100, text: "PRESS ANY KEY", color: Color.White, scale: 1)
        Screen.show()
      }
    }
  }

  scene Overworld {
    on enter { elapsed_frames = 0 }
    layer World {
      handler DrawWorld phase Render {
        Screen.clear(Color.MidnightBlue)
        Screen.fill_rectangle(x: 80, y: 80, width: 16, height: 16, color: Color.LimeGreen)
        Screen.show()
      }
    }
  }
}