48 lines
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2.5 KiB
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48 lines
No EOL
2.5 KiB
HTML
<!doctype html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>LateUpdate — Ludic</title>
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<meta name="description" content="Runs each frame after Update and before Render.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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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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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#phases">Phases</a> <span>›</span> <span class="here">LateUpdate</span></div>
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<div class="item-head">
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<span class="kind-badge kind-phase">phase</span>
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<h1 id="top">LateUpdate</h1>
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</div>
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<code class="sig">phase LateUpdate</code>
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<div class="desc"><p><code>LateUpdate</code> runs once per frame, after every <code>Update</code> handler has finished and just before <code>Render</code>. Use it for logic that must observe the <b>settled</b> result of this frame's updates: following the camera to the player's new position, resolving queued despawns, or any end-of-step cleanup that would be wrong to do while other <code>Update</code> handlers are still moving models. The full per-frame order the engine runs is <code>Input</code> → <code>FixedUpdate</code> → <code>Update</code> → <code>LateUpdate</code> → <code>Render</code>, with <code>Start</code> running once at boot before any of them.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program FollowCamera {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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var camera_column: int = 0
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handler SpawnPlayer phase Start {
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spawn Player { Position { column: 12, row: 0 } }
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}
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@Queries(these: [Position])
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handler MovePlayer phase Update {
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Position.column = Position.column + 1
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}
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# runs after MovePlayer, so the camera sees the final position
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@Queries(these: [Position])
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handler TrackPlayer phase LateUpdate {
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camera_column = Position.column
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}
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}</pre></div>
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