ludic/phase-start.html
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<title>Start — Ludic</title>
<meta name="description" content="Runs once at boot, before the game loop — the place to set up initial state.">
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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">Start</span></div>
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<span class="kind-badge kind-phase">phase</span>
<h1 id="top">Start</h1>
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<code class="sig">phase Start</code>
<div class="desc"><p><code>Start</code> is the boot phase: a <code>handler … phase Start</code> runs <b>exactly once</b>, before the first frame and before the per-frame loop begins. Use it to build the world that everything else assumes — seed the RNG with <code>Random.seed</code>, set the tilemap size with <code>Map.size</code>, spawn the starting models, and initialise your program <code>var</code>s. It runs before any scene is entered, so it is the one phase a scene <code>layer</code> handler may <b>not</b> use; per-scene setup belongs in a scene's <code>on enter</code> block instead. Every other phase (<code>Input</code>, <code>FixedUpdate</code>, <code>Update</code>, <code>LateUpdate</code>, <code>Render</code>) then repeats each frame, but <code>Start</code> never runs again.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program StartExample {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const GRID_WIDTH: int = 20
var score: int = 0
handler SetUpWorld phase Start {
Random.seed(value: 1)
Map.size(width: GRID_WIDTH, height: 15)
score = 0
spawn Player { Position { column: 10, row: 7 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 4, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}</pre></div>
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