ludic/docs/language/ecs/kw-despawn.md
Orkuncakilkaya 3c7ec9b016
All checks were successful
docs / build-and-deploy (push) Successful in 2s
docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

30 lines
1.2 KiB
Markdown

---
id: kw-despawn
name: despawn
category: ecs
kind: keyword
tokens: despawn
sig: despawn entity
tip: Remove a model instance from the world, firing any @OnDespawn hooks.
order: 1
---
A <code>despawn</code> removes a model instance from the world, freeing its slot and firing any `@OnDespawn` lifecycle hooks for its kind. The most common form is `despawn self()` inside a query loop, which removes the instance currently being visited. Because queries iterate lazily by ascending id rather than from a frozen snapshot, despawning the current instance — or one already visited — is safe and will not disturb the walk. Despawning is how the moving parts of a game leave: an enemy that reached zero health, a projectile that flew off screen, or every instance of a kind during a reset.
```ludic
program Cleanup {
property Position { column: int = 0, row: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Enemy { Position, Health }
handler Boot phase Start {
spawn Grunt { Position { column: 3, row: 3 }; Health { current: 0 } }
}
handler RemoveDefeated phase LateUpdate {
for (health) in query [Health, {Enemy}] {
if health.current <= 0 { despawn self() }
}
}
}
```