docs: regenerate site from f094acfdb5
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kw-become.html
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kw-become.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>become — Ludic</title>
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<meta name="description" content="Transition to another state of the enclosing machine, or to another scene.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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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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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#control">Control flow</a> <span>›</span> <span class="here">become</span></div>
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<div class="item-head">
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<span class="kind-badge kind-keyword">keyword</span>
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<h1 id="top">become</h1>
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</div>
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<code class="sig">become Name</code>
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<div class="desc"><p>A <code>become</code> statement performs a transition. Inside a <code>machine</code>, <code>become Name</code> moves to another <code>state</code> of that machine by storing the target state's value back into the machine's store, so the next dispatch runs the new state. Used from a scene's layer handler, <code>become Scene</code> instead switches the active scene: the current scene's <code>on exit</code> runs, the active-scene register is set, and the target scene's <code>on enter</code> runs — two direct calls and a store, with no dispatch table. <code>become</code> names its target and knows from context which kind of transition it is, so you rarely think about the machinery. Transitioning is cheap and takes effect immediately for machine states.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program EncounterFlow {
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enum Stage { Explore, Battle, Victory }
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var stage: int = Stage.Explore
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var enemies_left: int = 2
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handler RunStage phase Update {
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machine stage {
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state Explore {
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if Input.key() == ' ' { become Battle }
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}
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state Battle {
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if enemies_left <= 0 { become Victory }
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}
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state Victory {
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Screen.status("you win")
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}
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}
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html>
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