# lifecycle.ludic — a game's whole lifecycle as @-hooks. Each fires at one point # on the timeline and reduces to ordinary code, so nothing is hidden and the # data-oriented model is untouched. Running it prints: 1 700 50 950 2 — one line # per hook, in the order the timeline reaches them. # # boot ── @OnStart ──▶ spawn ── @OnAttach, @OnSpawn ──▶ … ── @OnDespawn ──▶ quit ── @OnQuit program Life { property Health { hp: int = 0, max: int = 100 } property Sprite { id: int = 0 } model Enemy { Health, Sprite } # ---- program lifecycle ----------------------------------------------------- @OnStart handler Boot { print(1) } # once, at boot @OnQuit handler Bye { print(2) } # once, at shutdown # ---- property / entity lifecycle ------------------------------------------- @OnAttach(Sprite) handler Load { print(Sprite.id + 700) } # when a Sprite is attached @OnSpawn(Enemy) handler Init { Health.hp = Health.max } # constructor @OnDespawn(Enemy) handler Clean { print(Health.hp + 900) } # destructor (dispatched by kind) handler Seed phase Start { spawn Enemy { Health { max: 50 } } } handler Run phase Render { for (h) in query [Health] { print(h.hp) } # 50 — Init set hp to max for (e) in query [Health] { despawn self() } # Clean fires: 50 + 900 = 950 quit() } }