--- id: kw-const name: const category: structure kind: keyword tokens: const sig: const NAME: T = value tip: A compile-time constant, folded into the code with no storage. order: 5 --- A const binds a name to a value known at compile time. Unlike `var`, it has no storage and cannot be reassigned — the compiler folds it directly into wherever it is used, so it costs nothing at runtime. Reach for `const` for the fixed dimensions and magic numbers of your game — grid sizes, tile pixels, tuning values — so the code reads in names instead of literals. Give constants descriptive, uppercase names, and use them everywhere the value appears so a single edit changes the whole game. ```ludic program Board { const GRID_WIDTH: int = 20 const GRID_HEIGHT: int = 15 const TILE_SIZE: int = 16 property Position { column: int = 0, row: int = 0 } model Player { Position } handler Boot phase Start { spawn Hero { Position { column: GRID_WIDTH / 2, row: GRID_HEIGHT / 2 } } } handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) for (position) in query [Position, {Player}] { Screen.fill_rectangle(x: position.column * TILE_SIZE, y: position.row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold) } Screen.show() } } ```