ludic/docs/language/scenes/kw-on.md

54 lines
1.8 KiB
Markdown

---
id: kw-on
name: on enter / on exit
category: scenes
kind: keyword
tokens: on
sig: on enter { … } on exit { … }
tip: Scene lifecycle hooks that fire as a scene becomes active or is left.
order: 2
---
`on` introduces a scene's lifecycle hooks: `on enter { … }` runs once when the scene becomes active, and `on exit { … }` runs once as it is left. They are hooks, <b>not phases</b> — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's `on enter` fires at boot right after the `Start` phase; on a `become Other` the current scene's `on exit` runs, the active scene switches, then the new scene's `on enter` runs. Use `on enter` to spawn the models a scene needs and reset its counters, and `on exit` to tidy up before leaving.
```ludic
program SceneHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
state SceneHookExampleState {
elapsed_frames: int = 0
}
scene Overworld start {
layer World {
handler EnterBattle phase Update {
if Input.key() == 'b' { become Battle }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}
}
scene Battle {
on enter (scene_hook_example_st: mut SceneHookExampleState) {
scene_hook_example_st.elapsed_frames = 0
spawn Enemy { Position { column: 8, row: 4 } }
}
on exit {
for (any_position) in query [Position, {Enemy}] { despawn self() }
}
layer Fight {
handler DrawBattle phase Render {
Screen.clear(Color.Crimson)
for (current_position) in query [Position, {Enemy}] {
Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
}
Screen.show()
}
}
}
}
```