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<title>world_query_next — Ludic</title>
<meta name="description" content="Step to the next instance carrying a property, walking the world by id.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">world_query_next</span></div>
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<span class="kind-badge kind-builtin">function</span>
<h1 id="top">world_query_next</h1>
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<code class="sig">world_query_next(property, cursor) -&gt; entity</code>
<div class="desc"><p><code>world_query_next</code> walks the world by ascending instance id, returning the next live instance at or after the cursor that carries the given property, or a negative value when there are no more. It is the reflection-ABI equivalent of a <code>for (…) in query [Property]</code> loop, expressed as an explicit step so a mod or tool can iterate matching instances by id. Drive it with a loop: start the cursor at <code>0</code>, and after each hit advance the cursor to one past the returned id before calling again. Pass the property id from <code>world_prop_id</code>.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-property"><code class="pname">property</code><span class="pdesc">the property id to match, from <code>world_prop_id</code></span></div><div class="param" id="param-cursor"><code class="pname">cursor</code><span class="pdesc">the id to start scanning from; advance it past each hit to continue</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program WalkInstances {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
handler Boot phase Start {
spawn GruntA { Position { column: 2, row: 2 } }
spawn GruntB { Position { column: 5, row: 2 } }
}
handler Sweep phase Update {
let position_property = world_prop_id("Position")
var cursor = 0
var found = world_query_next(position_property, cursor)
while found &gt;= 0 {
cursor = found + 1
found = world_query_next(position_property, cursor)
}
}
}</pre></div>
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