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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>
1.7 KiB
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()
}
}
}
}