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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>
31 lines
1.4 KiB
Markdown
31 lines
1.4 KiB
Markdown
---
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id: kw-enable
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name: enable
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category: ecs
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kind: keyword
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tokens: enable
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sig: enable Prop on entity
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tip: Re-activate a disabled property, model, or handler — its data is intact.
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order: 4
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---
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<code>enable</code> reverses a <code>disable</code>: 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.
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```ludic
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program ShieldToggle {
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property Position { column: int = 0, row: int = 0 }
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property Shield { amount: int = 0 }
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model Player { Position, Shield }
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handler Boot phase Start {
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spawn Hero { Position { column: 8, row: 8 }; Shield { amount: 3 } }
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disable Shield on self()
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}
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handler RestoreShield phase Update {
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if Input.key() == ' ' {
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for (position) in query [Position, {Player}] { enable Shield on self() }
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}
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}
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}
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```
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