ludic/docs/language/scenes/kw-on.md
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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
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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-on on enter / on exit scenes keyword on on enter { … } on exit { … } Scene lifecycle hooks that fire as a scene becomes active or is left. 2

on introduces a scene's lifecycle hooks: on enter { … } runs once when the scene becomes active, and on exit { … } runs once as it is left. They are hooks, not phases — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's on enter fires at boot right after the Start phase; on a become Other the current scene's on exit runs, the active scene switches, then the new scene's on enter runs. Use on enter to spawn the models a scene needs and reset its counters, and on exit to tidy up before leaving.

program SceneHookExample {
  property Position { column: int = 0, row: int = 0 }
  model Enemy { Position }

  var elapsed_frames: int = 0

  scene Overworld start {
    layer World {
      handler EnterBattle phase Update {
        if Input.key() == 'b' { become Battle }
      }
      handler DrawWorld phase Render {
        Screen.clear(Color.MidnightBlue)
        Screen.show()
      }
    }
  }

  scene Battle {
    on enter {
      elapsed_frames = 0
      spawn Enemy { Position { column: 8, row: 4 } }
    }
    on exit {
      for (any_position) in query [Position, {Enemy}] { despawn self() }
    }
    layer Fight {
      handler DrawBattle phase Render {
        Screen.clear(Color.Crimson)
        for (current_position) in query [Position, {Enemy}] {
          Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
        }
        Screen.show()
      }
    }
  }
}