ludic/docs/language/scenes/kw-on.md

1.8 KiB

id name category kind tokens sig tip order
kw-on on enter / on exit scenes keyword on on enter { … } on exit { … } Scene lifecycle hooks that fire as a scene becomes active or is left. 2

on introduces a scene's lifecycle hooks: on enter { … } runs once when the scene becomes active, and on exit { … } runs once as it is left. They are hooks, not phases — the place for per-scene setup and teardown that has no equivalent in a mode register. The start scene's on enter fires at boot right after the Start phase; on a become Other the current scene's on exit runs, the active scene switches, then the new scene's on enter runs. Use on enter to spawn the models a scene needs and reset its counters, and on exit to tidy up before leaving.

program SceneHookExample {
  property Position { column: int = 0, row: int = 0 }
  model Enemy { Position }

  state SceneHookExampleState {
    elapsed_frames: int = 0
  }

  scene Overworld start {
    layer World {
      handler EnterBattle phase Update {
        if Input.key() == 'b' { become Battle }
      }
      handler DrawWorld phase Render {
        Screen.clear(Color.MidnightBlue)
        Screen.show()
      }
    }
  }

  scene Battle {
    on enter (scene_hook_example_st: mut SceneHookExampleState) {
      scene_hook_example_st.elapsed_frames = 0
      spawn Enemy { Position { column: 8, row: 4 } }
    }
    on exit {
      for (any_position) in query [Position, {Enemy}] { despawn self() }
    }
    layer Fight {
      handler DrawBattle phase Render {
        Screen.clear(Color.Crimson)
        for (current_position) in query [Position, {Enemy}] {
          Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.White)
        }
        Screen.show()
      }
    }
  }
}