---
id: kw-if
name: if / else
category: control
kind: keyword
tokens: if else
sig: if cond { … } else { … }
tip: A branch — run one block when a condition holds, another when it doesn't.
order: 0
---
An if runs its block when the condition is true; an optional `else` block runs when it is false, and the `else` may itself be another `if` to form a ladder. The condition is a plain boolean expression with no surrounding parentheses, and the braces are always required even for a single statement. Ludic's boolean operators are the words `and`, `or` and `not` (not `&&`/`||`/`!`), and note that bitwise operators bind tighter than comparison, so `flags & MASK == 0` already means `(flags & MASK) == 0`. When the branches grow into a chain testing one value against several constants, reach for `match` instead.
```ludic
program Threshold {
property Health { current: int = 100, maximum: int = 100 }
model Player { Health }
handler Boot phase Start {
spawn Hero { Health { current: 25 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (health) in query [Health, {Player}] {
if health.current <= 0 {
Screen.draw_text(x: 8, y: 8, text: "DEFEATED", color: Color.Crimson, scale: 2)
} else {
if health.current < 30 {
Screen.draw_text(x: 8, y: 8, text: "DANGER", color: Color.Gold, scale: 2)
} else {
Screen.draw_text(x: 8, y: 8, text: "OK", color: Color.LimeGreen, scale: 2)
}
}
}
Screen.show()
}
}
```