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<title>despawn — Ludic</title>
<meta name="description" content="Remove a model instance from the world, firing any @OnDespawn hooks.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">despawn</span></div>
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<h1 id="top">despawn</h1>
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<code class="sig">despawn entity</code>
<div class="desc"><p>A <code>despawn</code> removes a model instance from the world, freeing its slot and firing any <code>@OnDespawn</code> lifecycle hooks for its kind. The most common form is <code>despawn self()</code> 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.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="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 &lt;= 0 { despawn self() }
}
}
}</pre></div>
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