ludic/docs/language/structure/kw-const.md
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.3 KiB


id: kw-const name: const category: structure kind: keyword tokens: const sig: const NAME: T = value tip: A compile-time constant, folded into the code with no storage. order: 5

A const binds a name to a value known at compile time. Unlike var, it has no storage and cannot be reassigned — the compiler folds it directly into wherever it is used, so it costs nothing at runtime. Reach for const for the fixed dimensions and magic numbers of your game — grid sizes, tile pixels, tuning values — so the code reads in names instead of literals. Give constants descriptive, uppercase names, and use them everywhere the value appears so a single edit changes the whole game.

program Board {
  const GRID_WIDTH: int = 20
  const GRID_HEIGHT: int = 15
  const TILE_SIZE: int = 16

  property Position { column: int = 0, row: int = 0 }
  model Player { Position }

  handler Boot phase Start {
    spawn Hero { Position { column: GRID_WIDTH / 2, row: GRID_HEIGHT / 2 } }
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    for (position) in query [Position, {Player}] {
      Screen.fill_rectangle(x: position.column * TILE_SIZE, y: position.row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold)
    }
    Screen.show()
  }
}