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<title>start — Ludic</title>
<meta name="description" content="Marks the one scene the game begins in.">
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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">start</span></div>
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<h1 id="top">start</h1>
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<code class="sig">scene Name start { … }</code>
<div class="desc"><p><code>start</code> marks the scene the game begins in. Written right after the scene's name (<code>scene Title start { … }</code>), it tells the compiler which scene becomes active at boot: its <code>on enter</code> hook fires once, immediately after the <code>Start</code> phase, and its layers begin dispatching on the first frame. Mark <b>exactly one</b> scene <code>start</code>; if no scene is marked, the first one declared is used. Every other scene is reached later with <code>become</code>.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program StartSceneExample {
scene MainMenu start {
on enter { Screen.status("main menu") }
layer Menu {
handler ChooseOption phase Update {
if Input.key() == 'p' { become Overworld }
}
handler DrawMenu phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 40, y: 90, text: "PRESS P TO PLAY", color: Color.White, scale: 1)
Screen.show()
}
}
}
scene Overworld {
layer World {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.fill_rectangle(x: 100, y: 100, width: 16, height: 16, color: Color.Gold)
Screen.show()
}
}
}
}</pre></div>
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