--- id: annot-enginesystem name: @EngineSystem category: annotations kind: annotation tokens: @EngineSystem sig: "@EngineSystem(Component, Phase) function esys_name() { … }" tip: Register a package's engine-owned system so the frame loop runs it each phase. order: 60 --- @EngineSystem(Component, Phase) marks a function as an engine-owned system: the compiler adds it to the engine-system registry, and the frame loop calls it every Phase — after the game's own handlers — whenever the named Component is present in the program. It is the package-declarable form of the built-in engine systems (the ones that advance SpriteAnim/Motion/Light2D), so a third-party controller ships a system the same way the standard library does, with no compiler edit. The function reads and writes components by name through the reflection ABI, so it stays layout-independent and additive: a build that never declares the component compiles byte-for-byte the same. Phases are Input, FixedUpdate, Update, LateUpdate and Render. ```ludic program EngineSystemDemo { property Score { value: int = 0 } model Player { Score } @EngineSystem(Score, Update) function esys_score() -> void { # runs every Update let P = world_prop_id("Score") let e = world_query_next(P, 0) if e >= 0 { world_set(e, P, 0, world_get(e, P, 0) + 1) } # advance by name } @OnSpawn(Player) handler Init { } handler Boot phase Start { let e = world_spawn(world_model_id("Player")) } handler Run phase Update { let P = world_prop_id("Score") print(world_get(world_query_next(P, 0), P, 0)) # grows each frame quit() } } ```