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58 lines
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<title>phase — Ludic</title>
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<meta name="description" content="Names which stage of the frame a handler runs in.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#structure">Program structure</a> <span>›</span> <span class="here">phase</span></div>
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<div class="item-head">
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<span class="kind-badge kind-keyword">keyword</span>
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<h1 id="top">phase</h1>
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</div>
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<code class="sig">phase Start | Input | Update | FixedUpdate | Render</code>
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<div class="desc"><p>Every handler declares a <code>phase</code> — the stage of the frame in which the engine calls it. <b>Start</b> runs once at boot, before the first frame, and is where you seed the world. Then every frame the engine runs, in order, <b>Input</b> (read the keyboard), <b>FixedUpdate</b> (the deterministic fixed-timestep step, for physics and anything that must be reproducible), <b>Update</b> (the ordinary per-frame logic), and <b>Render</b> (draw the frame, ending with <code>Screen.show()</code>). Handlers in the same phase run in declaration order, so ordering within a phase is under your control. Put drawing only in <code>Render</code>; put keyboard reads in <code>Input</code>.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program PhaseTour {
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property Position { column: int = 0, row: int = 0 }
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property Velocity { delta_x: int = 0, delta_y: int = 0 }
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model Player { Position, Velocity }
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handler Boot phase Start {
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spawn Hero { Position { column: 5, row: 5 } }
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}
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handler ReadKeys phase Input {
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let pressed = Input.key()
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for (velocity) in query [Velocity, {Player}] {
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if pressed == 'd' { velocity.delta_x = 1 }
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if pressed == 'a' { velocity.delta_x = -1 }
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}
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}
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handler AdvancePositions phase Update {
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for (position, velocity) in query [Position, Velocity, {Player}] {
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position.column = position.column + velocity.delta_x
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (position) in query [Position, {Player}] {
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Screen.fill_rectangle(x: position.column * 16, y: position.row * 16, width: 16, height: 16, color: Color.White)
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}
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Screen.show()
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}
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}</pre></div>
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