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2.6 KiB
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43 lines
No EOL
2.6 KiB
HTML
<!doctype html>
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<head>
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<meta charset="utf-8">
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<title>var — Ludic</title>
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<meta name="description" content="A mutable binding — at program scope, your game's persistent named state.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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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#structure">Program structure</a> <span>›</span> <span class="here">var</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">var</h1>
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</div>
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<code class="sig">var name: T = value</code>
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<div class="desc"><p>A <code>var</code> declares a <b>mutable</b> binding: unlike <code>let</code>, you may reassign it later with <code>=</code>, <code>+=</code>, <code>-=</code>, and friends. Where it appears decides its lifetime — inside a handler or function body it is a local, and at program scope it is persistent, named game state that every handler shares. Program-scope <code>var</code>s are the modern replacement for numeric registers: instead of <code>reg(0)</code>, you write <code>var score: int = 0</code> and read and write <code>score</code> by name. Use <code>var</code> for anything that genuinely changes — accumulators, the current score, a mode flag, an elapsed-frame counter — and prefer <code>let</code> for values that never change.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Scorekeeper {
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var score: int = 0
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var elapsed_frames: int = 0
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handler Tick phase Update {
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elapsed_frames = elapsed_frames + 1
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if elapsed_frames % 60 == 0 { score = score + 1 }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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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()
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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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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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