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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>
37 lines
1.5 KiB
Markdown
37 lines
1.5 KiB
Markdown
---
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id: kw-enum
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name: enum
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category: structure
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kind: keyword
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tokens: enum
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sig: enum Name { A, B, C }
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tip: A named set of integer constants — names for a magic-number space.
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order: 50
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---
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An <code>enum</code> gives names to a set of related integer values so a magic-number space — a menu selection, a game mode, a machine state — reads as names instead of bare literals. Variants number themselves from `0` in declaration order, and you access one as `Name.Variant`, which is a compile-time `int` usable anywhere an int is: in `match` patterns, comparisons, and assignments. Ludic has no distinct enum runtime type yet — an enum value lives in an ordinary `int` or `var` and is saved with it — so `enum` is best understood as a readable naming layer over `int`.
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```ludic
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program BattleMenu {
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enum Action { Attack, Guard, Item, Flee }
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var current_action: int = Action.Attack
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handler ChooseAction phase Input {
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let pressed = Input.key()
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if pressed == 'a' { current_action = Action.Attack }
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if pressed == 'g' { current_action = Action.Guard }
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if pressed == 'f' { current_action = Action.Flee }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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match current_action {
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Action.Attack => Screen.draw_text(x: 8, y: 8, text: "ATTACK", color: Color.Crimson, scale: 2)
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Action.Guard => Screen.draw_text(x: 8, y: 8, text: "GUARD", color: Color.White, scale: 2)
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_ => Screen.draw_text(x: 8, y: 8, text: "FLEE", color: Color.Gold, scale: 2)
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}
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Screen.show()
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}
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}
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```
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