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<title>program — Ludic</title>
<meta name="description" content="The top-level unit — one program compiles to one native game.">
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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">program</span></div>
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<h1 id="top">program</h1>
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<code class="sig">program Name { … }</code>
<div class="desc"><p>A <code>program</code> is the outermost unit of Ludic source, and everything else — properties, models, handlers, functions, constants and your named state — lives inside its braces. Each program compiles to exactly one native game (or, with a <code>module</code>, one shared library), so a project has a single top-level <code>program</code> block. The name you give it is used for the built binary and for diagnostics, and by convention matches the file. When the engine boots, it runs your <code>Start</code> handlers once and then drives the per-frame phase loop until the game quits.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program SpaceDrift {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
var score: int = 0
handler Boot phase Start {
spawn Hero { Position { column: 10, row: 8 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position) in query [Position, {Player}] {
Screen.fill_rectangle(x: position.column * 16, y: position.row * 16, width: 16, height: 16, color: Color.LimeGreen)
}
Screen.draw_number(x: 6, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}</pre></div>
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