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<title>@OnStart — Ludic</title>
<meta name="description" content="Run a handler once at boot instead of assigning it a frame phase.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@OnStart</span></div>
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<h1 id="top">@OnStart</h1>
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<code class="sig">@OnStart handler Name { … }</code>
<div class="desc"><p><code>@OnStart</code> pins a handler to the program's boot moment: it runs exactly once when the program starts, before the per-frame phases begin, instead of being placed in a recurring phase. Use it for one-time setup — spawning the initial world, seeding program vars, loading a scene. It overrides the handler's phase, so you write <code>@OnStart handler Name { … }</code> rather than <code>handler Name phase Start</code> and get the same once-at-boot placement through the annotation channel. Its shutdown counterpart is <code>@OnQuit</code>; add <code>@Public</code> to also emit a <code>program_start</code> event other modules can hook.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program BootHook {
property Health { current: int = 0, maximum: int = 100 }
model Player { Health }
var elapsed_frames: int = 0
@OnStart handler CreateWorld { # runs once at boot
spawn Player { Health { current: 100, maximum: 100 } }
elapsed_frames = 0
}
handler CountFrames phase Update { elapsed_frames = elapsed_frames + 1 }
}</pre></div>
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