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<title>Random.chance — Ludic</title>
<meta name="description" content="Return true with the given percent probability.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-random.html">Random</a> <span>›</span> <span class="here">Random.chance</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Random.chance</h1>
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<code class="sig">Random.chance(percent) -&gt; bool</code>
<div class="desc"><p>Returns <code>true</code> roughly <code>percent</code> times out of a hundred, and <code>false</code> otherwise — a convenient shorthand for "this happens X% of the time". Use it to gate random events such as spawning an enemy on a given frame, dropping loot, or triggering a rare animation. Passing <code>0</code> never fires and <code>100</code> always fires. Like the rest of the <code>Random</code> namespace it is driven by the seeded generator, so seed it with <code>Random.seed</code> for reproducible behavior.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-percent"><code class="pname">percent</code><span class="pdesc">the probability of returning <code>true</code>, from <code>0</code> to <code>100</code></span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program SpawnWave {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
const GRID_WIDTH: int = 20
const TILE_SIZE: int = 16
handler SeedRandom phase Start {
Random.seed(value: 3)
}
handler MaybeSpawn phase Update {
if Random.chance(percent: 10) {
spawn Enemy {
Position { column: Random.range(low: 0, high: GRID_WIDTH - 1), row: 0 }
}
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Enemy}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.Crimson)
}
Screen.show()
}
}</pre></div>
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