docs: regenerate site from f094acfdb5
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phase-update.html
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phase-update.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Update — Ludic</title>
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<meta name="description" content="The ordinary per-frame game-logic step, run after Input and FixedUpdate.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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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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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#phases">Phases</a> <span>›</span> <span class="here">Update</span></div>
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<div class="item-head">
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<span class="kind-badge kind-phase">phase</span>
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<h1 id="top">Update</h1>
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</div>
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<code class="sig">phase Update</code>
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<div class="desc"><p><code>Update</code> is the everyday game-logic phase, run each frame after <code>Input</code> and <code>FixedUpdate</code> and before <code>LateUpdate</code> and <code>Render</code>. It is where most gameplay lives when you are not being strict about determinism: spawn waves on a timer, apply the intent that <code>Input</code> recorded, check win/lose conditions, advance animations. Reach for <code>Update</code> by default and reserve <code>FixedUpdate</code> for the simulation you specifically want reproducible. Because it runs after <code>Input</code>, the current frame's key press is already reflected in your program <code>var</code>s by the time <code>Update</code> reads them.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program UpdateExample {
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property Position { column: int = 0, row: int = 0 }
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model Enemy { Position }
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const GRID_WIDTH: int = 20
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var elapsed_frames: int = 0
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var score: int = 0
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handler SpawnWave phase Update {
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elapsed_frames = elapsed_frames + 1
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if elapsed_frames % 30 == 0 {
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let spawn_column = Random.range(low: 0, high: GRID_WIDTH - 1)
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spawn Enemy { Position { column: spawn_column, row: 0 } }
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score = score + 1
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (current_position) in query [Position, {Enemy}] {
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Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.Crimson)
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}
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Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
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Screen.show()
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html>
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