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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>
1.4 KiB
1.4 KiB
| id | name | category | kind | tokens | sig | tip | order |
|---|---|---|---|---|---|---|---|
| kw-match | match | control | keyword | match | match value { 0, 1 => … _ => … } | Multi-way branch on one value, matching one or more literals per arm. | 4 |
A match replaces an if/else ladder that tests one value against several constants. It evaluates the subject once, then takes the first arm whose pattern matches; an arm lists one or more literal patterns separated by commas and points at a body with =>, and a lone _ arm is the catch-all default. Patterns are compile-time constants — integers, char literals like 'w', or enum variants such as Action.Guard — which makes match ideal for dispatching on a key press, a tile code, or a mode. Each arm's body is a single statement or a { … } block; matching lowers to plain branches, so it is as cheap as the if chain it replaces.
program Steering {
property Velocity { delta_x: int = 0, delta_y: int = 0 }
model Player { Velocity }
handler Boot phase Start {
spawn Hero { Velocity { delta_x: 0, delta_y: 0 } }
}
handler ReadKeys phase Input {
let pressed = Input.key()
for (velocity) in query [Velocity, {Player}] {
match pressed {
'w' => velocity.delta_y = -1
's' => velocity.delta_y = 1
'a', 'h' => velocity.delta_x = -1
'd', 'l' => velocity.delta_x = 1
_ => velocity.delta_x = 0
}
}
}
}