--- id: kw-scene name: scene category: scenes kind: keyword tokens: scene sig: scene Name [start] { on enter{} on exit{} layer … } tip: A mutually-exclusive game state — a title screen, the overworld, a battle. order: 0 --- A `scene` is one of the mutually-exclusive states a game moves between — a title screen, the overworld, a battle, a shop. Exactly one scene is active at a time, and only the active scene's `layer` handlers run each phase; handlers declared outside any scene are global and run every frame regardless. A scene may carry an `on enter` / `on exit` pair of lifecycle hooks and one or more `layer` blocks that group its handlers. Under the hood a scene lowers to an implicit state machine the compiler writes for you (scenes number themselves by declaration order), so `become` from one scene to another costs two direct calls and a register store — no dispatch table. ```ludic program SceneExample { state SceneExampleState { elapsed_frames: int = 0 } scene Title start { on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 } layer Main { handler WaitForStart(scene_example_st: mut SceneExampleState) phase Update { scene_example_st.elapsed_frames = scene_example_st.elapsed_frames + 1 if Input.key() != 0 { become Overworld } } handler DrawTitle phase Render { Screen.clear(Color.MidnightBlue) Screen.draw_text(x: 60, y: 100, text: "PRESS ANY KEY", color: Color.White, scale: 1) Screen.show() } } } scene Overworld { on enter (scene_example_st: mut SceneExampleState) { scene_example_st.elapsed_frames = 0 } layer World { handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) Screen.fill_rectangle(x: 80, y: 80, width: 16, height: 16, color: Color.LimeGreen) Screen.show() } } } } ```