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<title>on enter / on exit — Ludic</title>
<meta name="description" content="Scene lifecycle hooks that fire as a scene becomes active or is left.">
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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#scenes">Scenes &amp; layers</a> <span>›</span> <span class="here">on enter / on exit</span></div>
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<h1 id="top">on enter / on exit</h1>
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<code class="sig">on enter { … } on exit { … }</code>
<div class="desc"><p><code>on</code> introduces a scene's lifecycle hooks: <code>on enter { … }</code> runs once when the scene becomes active, and <code>on exit { … }</code> runs once as it is left. They are hooks, <b>not phases</b> — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's <code>on enter</code> fires at boot right after the <code>Start</code> phase; on a <code>become Other</code> the current scene's <code>on exit</code> runs, the active scene switches, then the new scene's <code>on enter</code> runs. Use <code>on enter</code> to spawn the models a scene needs and reset its counters, and <code>on exit</code> to tidy up before leaving.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program SceneHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
var elapsed_frames: int = 0
scene Overworld start {
layer World {
handler EnterBattle phase Update {
if Input.key() == 'b' { become Battle }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}
}
scene Battle {
on enter {
elapsed_frames = 0
spawn Enemy { Position { column: 8, row: 4 } }
}
on exit {
for (any_position) in query [Position, {Enemy}] { despawn self() }
}
layer Fight {
handler DrawBattle phase Render {
Screen.clear(Color.Crimson)
for (current_position) in query [Position, {Enemy}] {
Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
}
Screen.show()
}
}
}
}</pre></div>
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