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<title>property — Ludic</title>
<meta name="description" content="A named record of typed fields — a per-model component, or a plain heap record.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#structure">Program structure</a> <span>›</span> <span class="here">property</span></div>
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<span class="kind-badge kind-keyword">keyword</span>
<h1 id="top">property</h1>
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<code class="sig">property Name { field: T = default, … }</code>
<div class="desc"><p>A <code>property</code> declares a named record of typed fields, each with a default value. It is the one record keyword in Ludic, and how you <b>use</b> it decides how it is stored: list it in a <code>model</code> (or <code>attach</code> it with <code>spawn</code>) and it becomes a per-instance component held in the engine's storage and bound in queries; construct it with <code>new</code> and it becomes a plain heap record addressed by a pointer. Fields carry a type and a default, so a freshly spawned or <code>new</code>-ed property starts fully seeded. Give fields descriptive names — <code>column</code>/<code>row</code>, not <code>x</code>/<code>y</code> — because those names are what handlers read and write.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Descent {
property Position { column: int = 0, row: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Player { Position, Health }
handler Spawn phase Start {
spawn Hero { Position { column: 4, row: 4 }; Health { current: 80 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (position, health) in query [Position, Health, {Player}] {
let bar_width = health.current / 4
Screen.fill_rectangle(x: position.column, y: position.row, width: bar_width, height: 4, color: Color.Crimson)
}
Screen.show()
}
}</pre></div>
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