ludic/docs/language/ecs/kw-spawn.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-spawn
name: spawn
category: ecs
kind: keyword
tokens: spawn
sig: spawn Label { Prop { field: v }; … }
tip: Create a model instance carrying the listed properties, seeding their fields.
order: 0
---
A <code>spawn</code> creates a new model instance and attaches the listed properties, each field starting from its default and then taking any overrides you give. The `Label` after `spawn` is just a readable name for the instance at that call site — it does not have to be a declared model — while the `{Prop { … }; …}` block is what actually determines which properties the instance carries. If you `spawn` a declared `model`, every property in that model comes along automatically. A newly spawned instance is visible to matching queries immediately, and one spawned mid-loop at a higher id is even visited in the same tick, so spawn into a later phase if you want to defer that.
```ludic
program Waves {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
property Health { current: int = 100, maximum: int = 100 }
model Enemy { Position, Velocity, Health }
handler SpawnWave phase Start {
spawn Grunt { Position { column: 18, row: 4 }; Velocity { delta_x: -1 }; Health { current: 20 } }
spawn Brute { Position { column: 18, row: 9 }; Velocity { delta_x: -1 }; Health { current: 60 } }
}
}
```