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<title>const — Ludic</title>
<meta name="description" content="A compile-time constant, folded into the code with no storage.">
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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#structure">Program structure</a> <span>›</span> <span class="here">const</span></div>
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<span class="kind-badge kind-keyword">keyword</span>
<h1 id="top">const</h1>
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<code class="sig">const NAME: T = value</code>
<div class="desc"><p>A <code>const</code> binds a name to a value known at compile time. Unlike <code>var</code>, it has no storage and cannot be reassigned — the compiler folds it directly into wherever it is used, so it costs nothing at runtime. Reach for <code>const</code> for the fixed dimensions and magic numbers of your game — grid sizes, tile pixels, tuning values — so the code reads in names instead of literals. Give constants descriptive, uppercase names, and use them everywhere the value appears so a single edit changes the whole game.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Board {
const GRID_WIDTH: int = 20
const GRID_HEIGHT: int = 15
const TILE_SIZE: int = 16
property Position { column: int = 0, row: int = 0 }
model Player { Position }
handler Boot phase Start {
spawn Hero { Position { column: GRID_WIDTH / 2, row: GRID_HEIGHT / 2 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position) in query [Position, {Player}] {
Screen.fill_rectangle(x: position.column * TILE_SIZE, y: position.row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold)
}
Screen.show()
}
}</pre></div>
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