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2.9 KiB
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54 lines
No EOL
2.9 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>layer — Ludic</title>
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<meta name="description" content="A named group of handlers inside a scene; layers render in declaration order.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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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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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#scenes">Scenes & layers</a> <span>›</span> <span class="here">layer</span></div>
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<div class="item-head">
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<span class="kind-badge kind-keyword">keyword</span>
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<h1 id="top">layer</h1>
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</div>
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<code class="sig">layer Name { handlers }</code>
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<div class="desc"><p>A <code>layer</code> groups handlers inside a scene, and <b>declaration order is draw order</b>: within a phase the active scene's layers run in the order they were written, so a <code>Hud</code> layer declared after a <code>World</code> layer paints its <code>Render</code> output on top. Layers are the natural unit for stacking a heads-up display over the play-field, or a menu over a paused world. A layer handler may use any phase except <code>Start</code> (boot-time setup belongs in the scene's <code>on enter</code>). Handlers that should run in every scene are declared outside any scene rather than in a layer.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program LayerExample {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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var score: int = 0
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scene Overworld start {
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on enter { spawn Player { Position { column: 6, row: 6 } } }
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layer World {
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (current_position) in query [Position, {Player}] {
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Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.LimeGreen)
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}
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}
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}
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layer Hud {
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handler DrawScore phase Render {
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Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
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Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
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Screen.show() # the last layer to draw presents the frame
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}
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}
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html> |