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<title>@OnSpawn — Ludic</title>
<meta name="description" content="Run a handler once each time an instance of a model is spawned.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#annotations">Annotations</a> <span>›</span> <span class="here">@OnSpawn</span></div>
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<span class="kind-badge kind-annotation">annotation</span>
<h1 id="top">@OnSpawn</h1>
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<code class="sig">@OnSpawn(Model) handler Name { … }</code>
<div class="desc"><p><code>@OnSpawn(Model)</code> turns a handler into a birth hook: it fires once for each newly <code>spawn</code>ed instance of the named model, right after its properties are seeded. The body runs in the context of that fresh instance, so it can read and adjust the instance's fields by property name to finish initialization — seed derived state, register the instance, play a spawn effect. The model name is a checked reference, so a typo is a compile error rather than a silently dead hook. Its teardown counterpart is <code>@OnDespawn</code>; add <code>@Public</code> to also emit a <code>model_&lt;Model&gt;_spawn</code> event other modules can listen for.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program SpawnHook {
property Health { current: int = 0, maximum: int = 100 }
model Enemy { Health }
@OnSpawn(Enemy) handler InitEnemy { # fires per new Enemy instance
Health.current = Health.maximum # start every enemy at full health
print(Health.current) # 100
}
handler SpawnWave phase Start {
spawn Enemy { Health { current: 0, maximum: 100 } }
}
}</pre></div>
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