ludic/docs/language/scenes/kw-exit.md
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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-exit
name: exit
category: scenes
kind: keyword
tokens: exit
sig: on exit { … }
tip: The scene-exit hook — runs once as a scene is left.
order: 4
---
`exit` names the body of a scene's exit hook, written `on exit { … }`. It runs <b>once</b> when the scene is left — on a `become Other`, the leaving scene's `on exit` runs first, then the active scene switches and the new scene's `on enter` runs. Use it to tear down what the scene created so it does not leak into the next state: despawn the scene's models, hide a menu, save progress. Like `on enter`, it is a lifecycle hook rather than a phase and holds plain statements, not `phase` handlers.
```ludic
program ExitHookExample {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
scene Battle start {
on enter { spawn Enemy { Position { column: 8, row: 4 } } }
on exit {
for (any_position) in query [Position, {Enemy}] { despawn self() }
}
layer Fight {
handler LeaveBattle phase Update {
if Input.key() == 'q' { become Overworld }
}
handler DrawBattle phase Render {
Screen.clear(Color.Crimson)
Screen.show()
}
}
}
scene Overworld {
layer World {
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}
}
}
```