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<title>model — Ludic</title>
<meta name="description" content="A named kind of thing — a fixed bundle of properties you spawn by one name.">
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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">model</span></div>
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<h1 id="top">model</h1>
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<code class="sig">model Name { PropA, PropB, … }</code>
<div class="desc"><p>A <code>model</code> names a <b>kind</b> of thing in your game and the fixed set of properties every instance of it carries. Instead of attaching properties one by one, you <code>spawn</code> the model by name and every listed property comes with it, seeded from its defaults. A model's name doubles as a query tag: write <code>{Player}</code> inside a <code>query [...]</code> to match only instances of that model. The model itself has no fields of its own, so you never bind it to a variable — you bind its properties and filter by its tag.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Arena {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
model Enemy { Position, Velocity, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 2, row: 8 } }
spawn Grunt { Position { column: 18, row: 8 }; Velocity { delta_x: -1 } }
}
handler AdvanceEnemies phase Update {
for (position, velocity) in query [Position, Velocity, {Enemy}] {
position.column = position.column + velocity.delta_x
}
}
}</pre></div>
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