--- id: kw-event name: event category: events kind: keyword tokens: event sig: event Name { field: T = default } tip: Declare a public event carrying a flat payload that listeners react to. order: 0 --- `event` declares a public event — a named signal carrying a flat payload of typed fields (each with a default; the payload may be empty). Where lifecycle hooks are the closed reactions the author compiles in, events are the open runtime surface a game exposes to mods: an in-language listener registers with `@On(Name)` and reads the payload fields by name, and `emit Name(field: value, …)` fires every listener in declaration order as a direct call. It all desugars to a generated function — there is no interpreter and no dispatch table — and a program that declares no `event` compiles byte-for-byte as before. Mark an event `cancellable` when a listener should be able to veto the action it announces. ```ludic program EventExample { event EnemyDefeated { points: int = 0 } var score: int = 0 @On(EnemyDefeated) handler AddScore { score = score + points } @On(EnemyDefeated) handler PlayChime { Screen.status("enemy down") } handler ScoreOnKey phase Update { if Input.key() == 'k' { emit EnemyDefeated(points: 10) } } handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1) Screen.show() } } ```