--- id: kw-spawn name: spawn category: ecs kind: keyword tokens: spawn sig: spawn Label { Prop { field: v }; … } tip: Create a model instance carrying the listed properties, seeding their fields. order: 0 --- A spawn creates a new model instance and attaches the listed properties, each field starting from its default and then taking any overrides you give. The `Label` after `spawn` is just a readable name for the instance at that call site — it does not have to be a declared model — while the `{Prop { … }; …}` block is what actually determines which properties the instance carries. If you `spawn` a declared `model`, every property in that model comes along automatically. A newly spawned instance is visible to matching queries immediately, and one spawned mid-loop at a higher id is even visited in the same tick, so spawn into a later phase if you want to defer that. ```ludic program Waves { property Position { column: int = 0, row: int = 0 } property Velocity { delta_x: int = 0, delta_y: int = 0 } property Health { current: int = 100, maximum: int = 100 } model Enemy { Position, Velocity, Health } handler SpawnWave phase Start { spawn Grunt { Position { column: 18, row: 4 }; Velocity { delta_x: -1 }; Health { current: 20 } } spawn Brute { Position { column: 18, row: 9 }; Velocity { delta_x: -1 }; Health { current: 60 } } } } ```