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45 lines
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<title>@EngineSystem — Ludic</title>
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<meta name="description" content="Register a package's engine-owned system so the frame loop runs it each phase.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@EngineSystem</span></div>
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<div class="item-head">
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<span class="kind-badge kind-annotation">annotation</span>
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<h1 id="top">@EngineSystem</h1>
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</div>
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<code class="sig">"@EngineSystem(Component, Phase) function esys_name() { … }"</code>
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<div class="desc"><p><code>@EngineSystem(Component, Phase)</code> marks a function as an engine-owned system: the compiler adds it to the engine-system registry, and the frame loop calls it every <code>Phase</code> — after the game's own handlers — whenever the named <code>Component</code> is present in the program. It is the package-declarable form of the built-in engine systems (the ones that advance <code>SpriteAnim</code>/<code>Motion</code>/<code>Light2D</code>), 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 <code>Input</code>, <code>FixedUpdate</code>, <code>Update</code>, <code>LateUpdate</code> and <code>Render</code>.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program EngineSystemDemo {
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property Score { value: int = 0 }
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model Player { Score }
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@EngineSystem(Score, Update) function esys_score() -> void { # runs every Update
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let P = world_prop_id("Score")
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let e = world_query_next(P, 0)
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if e >= 0 { world_set(e, P, 0, world_get(e, P, 0) + 1) } # advance by name
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}
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@OnSpawn(Player) handler Init { }
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handler Boot phase Start { let e = world_spawn(world_model_id("Player")) }
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handler Run phase Update {
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let P = world_prop_id("Score")
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print(world_get(world_query_next(P, 0), P, 0)) # grows each frame
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quit()
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}
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}</pre></div>
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