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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-enable | enable | ecs | keyword | enable | enable Prop on entity | Re-activate a disabled property, model, or handler — its data is intact. | 4 |
enable reverses a disable: it turns something back on without recreating it. enable Prop on instance restores a property's has-flag so queries match the instance again, with the field values exactly as they were left — nothing was copied or freed, so re-enabling is cheap and lossless. There are three scopes, matching disable: a single property on one instance (enable Shield on self()), a whole model (enable Enemy, all its instances rejoin every query), and a handler (enable AiThink, it resumes running each phase). Re-enabling a property fires any @OnEnable(Prop) hook at the toggle point. Reach for enable/disable when you want to pause and resume, and for attach/detach when you want to add or structurally remove.
program ShieldToggle {
property Position { column: int = 0, row: int = 0 }
property Shield { amount: int = 0 }
model Player { Position, Shield }
handler Boot phase Start {
spawn Hero { Position { column: 8, row: 8 }; Shield { amount: 3 } }
disable Shield on self()
}
handler RestoreShield phase Update {
if Input.key() == ' ' {
for (position) in query [Position, {Player}] { enable Shield on self() }
}
}
}