ludic/LANGUAGE.md
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The Ludic Language — Reference

This documents the Ludic language as actually implemented by compiler/ludicc.c. Ludic is an AI-first, statically-typed, ahead-of-time compiled language for games: an ECS is built into the language, and programs compile straight to machine code.

program.ludic ──ludicc──▶ program.ll ──▶ program.o ──▶ native exe / shared lib   (LLVM IR; no C)

ludicc lowers Ludic to LLVM IR itself and links the result — see COMPILING.md for the pipeline, module/export, and cross-targets. There is one backend: no C is generated, compiled or linked at any point, and the runtime a program calls is itself written in Ludic.

Program structure

A program is one program block containing declarations:

# doc-check: skip — illustrative: elided import list
program Name {
  import ...        # pull declarations in from another file
  property ...     # a record of typed fields — a per-entity component, or a
                    # plain `new`-allocated record; its use decides which
  model ...     # a named entity KIND (bundle of properties)
  const ...         # compile-time constants
  function ...      # functions
  extern function …  # bind a C library symbol (FFI)
  enum ...          # a named set of integer values
  namespace ...     # a block of functions with export / internal visibility
  handler ...        # behavior, grouped into phases
}

Multi-file programs (import)

# doc-check: skip — paths resolve only inside the repo
program ChronoRift {
  import "chronorift/world.ludic"    # path is relative to THIS file
  import "chronorift/combat.ludic"
}

import "emberdepths/*.ludic" imports every .ludic file of a directory, in name order — a game lists its modules once. import "camp" names a directory through its barrel, camp/index.ludic: a fragment that lists the directory's own imports (relative to itself), in the order it wants them. A directory with no index.ludic is an error that says so. Packages resolve the same way: import "ludic.render3d" reads ludic.render3d/index.ludic from ludic_modules/ or the toolchain. An imported file is a fragment: bare declarations, no program wrapper. Its declarations are spliced into the importing program. Imports may appear inside the program block or before it, they may nest (a fragment may import fragments), and each resolved path is include-guarded, so importing the same file twice (even via different chains) pulls it in once. Diagnostics name the file the line really lives in, in the file:line: error: message shape editors already parse:

chronorift/world.ludic:1: error: expected expression

Models (entity kinds)

An model names a kind of entity and the fixed set of properties it carries. It replaces the empty "tag property" idiom: identity is stored as one integer per entity, not a parallel boolean array.

# doc-check: skip — composite: declarations and statements together
property Pos   { x: int = 0, y: int = 0 }
property Stats { hp: int = 10 }

model Player { Pos, Stats }        # Player IS a kind, not a property
model Enemy  { Pos, Stats }

spawn Player { Pos { x: 5 } }           # attaches every listed property
                                        # (seeding field defaults), then overrides
for (p, s) in query [Pos, Stats, {Player}] { ... }   # {Player} filters by kind

Use {Name} (tag position) to filter a query by model — an model can't be bound to a variable since it has no fields of its own. Entity kind is part of the saved snapshot.

Prefabs

A prefab is a model with preset component fields, the Unity prefab in miniature. spawn takes a prefab name like a model name, and the spawn's own fields override the presets. Prefabs chain, so what several share lives once:

# doc-check: skip — composite: prefabs plus their spawns
prefab Foe: Creature { Faction { id: 2 }, Body { policy: BodyPolicy.TopDown } }
prefab Grunt: Foe { Stats { hp: 30, max_hp: 30 }, Weapon { def_id: WeaponId.Bite } }
prefab Boss:  Foe { Stats { hp: 400, max_hp: 400 }, Sprite { scale: 4 } }

spawn Grunt { Position { x: 40, y: 60 } }            # Foe's presets, Grunt's, then this
let boss = spawn Boss { Position { x: 160, y: 40 } }  # spawn is also an expression: the entity
let e = Prefab.spawn(name: kind_name)                # chosen at runtime by name (-1 if none)

Field values in a prefab are ordinary expressions evaluated at each spawn, so a preset may read a global (Sprite { id: art.orc }). @OnSpawn(Model) runs for a prefab spawn as for any spawn of its model.

Text, fonts & images

The 5×7 bitmap text stays for zero-asset programs. For real typography, load a TrueType font and draw UTF-8:

let f = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
text_ttf(f, 20, 20, "Héllo — Καλημέρα — Привет", 0xffffff, 28)   # anti-aliased
let w = text_w(f, "measure me", 28)                              # pixel width

The runtime ships a from-scratch TrueType engine (sfnt tables, cmap 0/4/6/12, simple + composite glyf outlines, quadratic Béziers, supersampled AA) and a glyph cache — no external font library. Arbitrary-size PNGs load as images:

let panel = image_load("assets/ui/panel.png")
draw_9slice(panel, x, y, w, h, 10)     # stretch edges/center, keep 10px corners
draw_image_scaled(icon, x, y, 32, 32)

Retained UI (ui)

UI is declared as data — a widget tree. The engine owns layout (stacked panels with padding / gap / alignment / grow), drawing (9-slice skins, images, TrueType text, focus highlight) and keyboard focus + activation.

var title_font: int = 0

ui MainMenu {
  panel id: Root w: 288 pad: 16 gap: 6 skin: "assets/ui/panel.png" inset: 10 align: center {
    label  text: "CHRONO RIFT" font: title_font size: 26 fg: Color.Gold align: center
    button id: NewGame text: "New Game" font: title_font size: 16 w: 236
    button id: Quit    text: "Quit"     font: title_font size: 16 w: 236
  }
}

A widget inherits font, size, fg and align from the nearest ancestor that sets them, so a panel states a menu's look once and a label only says what differs. Widget types: panel (container + optional skin/bg/border), col / row (pure stacks), label, button (focusable), image, spacer. Props are evaluated at build time, so font: title_font reads a value the program set first. Each id: Name mints a UI_Name handle (the ui block name too), used from handlers:

handler Boot phase Start {
  title_font = Font.load("…Arial.ttf")
  Ui.build()                 # construct the tree (loads skins/images)
  Ui.open(UI_MainMenu)       # make it active, focus the first button
}
handler Nav phase Update {
  Ui.tick(Input.key())       # w/s move focus, space/enter activate
  if Ui.clicked(UI_Quit) { quit() }
  Ui.set_text(UI_HpLabel, `HP {hp}`)   # poke dynamic values by id
}
handler Draw phase Render { Screen.clear(Color.Black); Ui.render(); Screen.show() }

The frame loop ticks navigation on its own, and an activation fires the UiClicked { id } event, so a menu is usually handled by one listener that can change scene directly:

# doc-check: skip — illustrative
@On(UiClicked) handler MenuActions {
  if id == UI_Play { become Play }
  else if id == UI_Quit { quit() }
}

Ui.open(id: UI_Menu) activates a menu, Ui.close() deactivates it, and Ui.set_text(id: UI_Label, text: s) updates a label. See examples/games/menu.ludic for a complete title screen.

Types

Type Meaning LLVM IR type
int 32-bit integer i32
countdown an int component field the engine steps toward 0 once per Update i32
a bare enum its variants, as an int i32
IVec2 an integer (x, y) pair by value — v.x, v.y, IVec2.make/add/sub/… i64
fixed Q16.16 fixed-point — deterministic i32
float IEEE single-precision floating point float
double IEEE double-precision floating point double
bool boolean i32
entity entity handle i32
string text (a string literal, an interpolation, a concatenation) ptr
pointer raw address (runtime/FFI, records, anything untyped) ptr
byte one byte value (what p[i] on a bytes buffer reads) i8
bytes buffer of bytes — b[i] reads/writes one byte ptr
words buffer of 32-bit words — w[i] reads/writes an int ptr
fixeds buffer of fixed values — f[i] reads/writes a fixed ptr
pointers buffer of pointers — p[i] reads/writes a pointer ptr
floats / doubles buffer of floats / doubles — floats(n), v[i] ptr

Allocate raw buffers with bytes(n) (n bytes) or words(n) (n 32-bit words); both return a pointer you index with buf[i] — retype the binding (words / fixeds / pointers) to pick the element size. Use string for text and pointer for an opaque address: the compiler treats both as one pointer type (it is the operand kinds, not the name, that select string concatenation and content comparison), so the name is documentation for the reader.

Numeric literals: 42 and 0x1affff are int; a literal with a decimal point (1.5) is fixed. Arithmetic on two fixed values lowers to fxmul/fxdiv; mixing int and fixed promotes the int. Convert with fixed(i) (int→fixed) and floor(f) (fixed→int).

Floating point

float and double are ordinary IEEE numbers with ordinary operators, for rendering, GPU data and any math that needs more range than fixed:

program Shade {
  function falloff(dist: float, radius: float) -> float {
    let k = Math.clamp(1.0 - dist / radius, 0, 1)
    return k * k
  }
  entry {
    let light: float = falloff(2, 8)          # ints promote to float
    print(light * 0.5)                        # 0.28125
  }
}
  • Literals take their type from context. 1.5 is a float where a float is expected — a typed binding, a parameter, a field, the other operand — and exactly that decimal, not its Q16.16 approximation. With no float in sight it stays fixed, so existing code keeps its meaning. A whole literal expression (1.0 / 3.0) is evaluated in the context's type.
  • numbers float. A file that begins with numbers float (or has it inside its program block) takes bare decimal literals as float, not fixed; the files it imports inherit the mode (runtime files never do). One line in a package's barrel makes the package float.
  • Promotion. int and long promote to the float type of the other operand; float with double promotes to double.
  • Explicit conversions. float(x), double(x), int(x) (truncates toward zero), long(x), fixed(x) (truncated to Q16.16). fixed and the float types never mix silently, and a double narrows to float only through float(x).
  • Math.* computes in float when given one (Math.sqrt(2.0 * x)) and answers in that type — Math.floor(x) of a float is a float; sign returns int.
  • Text. string(x), print(x) and interpolation write the shortest decimal that reads back as the same value: 0.3, 2.0, 0.30000000000000004.
  • Bits. float_bits(x) / float_from_bits(i) (and the double_ pair) move the IEEE pattern to and from an integer, for files and packets.
  • Determinism. A @deterministic function or handler cannot compute with floats — the compiler says so — because IEEE results can differ between machines. Lockstep simulation stays in fixed.

Properties, entities, queries

# doc-check: skip — composite: declarations and statements together
property Pos { x: int = 0, y: int = 0 }   # typed fields with defaults
property Player { }                        # a tag (no fields)

spawn Hero {                                # create an entity
  Pos    { x: 10, y: 5 }
  Player { }
}
despawn self()                              # remove the current entity

# iterate every entity that has all listed properties:
for (p) in query [Pos, {Player}] { p.x = p.x + 1 }   # {Tag} filters, doesn't bind
for (a, b) in query [Pos, Vel] where a.x > 0 { ... }  # one var per non-tag term

Entities are integer handles; property storage and slot reuse are generated per program. self() yields the entity of the innermost query loop.

A component by entity handle: Prop.of(e) / Prop.has(e)

A query binds components for the entities it visits. When the handle is already in a variable — the player, a boss, the target of a damage event — Prop.of(e) gives the same typed binding without a loop, and its fields read and assign like any record's:

# doc-check: skip — composite: declarations plus statements using them
property Hero { iframes: int = 0, roll_cooldown: int = 0 }
var player: int = -1

Hero.of(player).iframes = 20              # assign a field
Hero.of(player).roll_cooldown -= 1        # compound-assign one
let hero = Hero.of(player)                # or bind the component once
if hero.iframes > 0 { hero.iframes -= 1 }

Prop.of(e) is unchecked, like a query binding: on an entity that does not carry the property it reads that entity's zeroed slot. Guard with Prop.has(e), which is true only when e is a valid handle, alive, and carries the property — so -1 (no entity) and a despawned handle are both simply false:

# doc-check: skip — illustrative
if Stats.has(target) { Stats.of(target).hp -= amount }

Prop.count() is the number of live entities carrying Prop — the "are there foes left?" question without a counting loop — and Prop.despawn_all() despawns every one of them (a room teardown: Position.despawn_all() clears the world and keeps the config entities).

Timers are a field type. A component field declared countdown is an int the engine steps toward 0 once per Update, for every live entity carrying the component, never below 0. Set it, then test it; no handler counts it down:

# doc-check: skip — illustrative
property Roll { frames_left: countdown = 0, cooldown: countdown = 0 }
Roll.of(player).cooldown = 35            # …and 35 frames later it reads 0
if Roll.of(player).cooldown == 0 { start_roll() }

Both Prop.of and Prop.has are the typed, compile-time form of the by-name reflection ABI (World.prop_id / World.field_id / World.get / World.set), which remains the tool for code that does not know the property name until runtime (mods, engine systems). A package that declares a real prop_of / prop_has function under @Namespace(Prop) keeps it — the sugar only applies where no such function exists.

Handlers & phases

@Queries(these: [Pos, Vel])   # the entities this handler operates on
@Writes(Pos)                  # declared data access (parsed and reserved; not
@Reads(Vel)                   # yet consumed by any analysis pass)
handler Move @deterministic phase FixedUpdate
{ Pos.x = Pos.x + Vel.dx }

Phases run in this order every frame: Start (once at boot), then each frame Input → FixedUpdate → Update → LateUpdate → Render. @edge in front of a handler marks one that touches the outside world.

Everything a handler declares beyond its phase is an @annotation — the handler's query, its data access, and its modifiers all use one uniform channel rather than a mix of prefix keywords and signature clauses. @export fn … (a C-ABI-exported function), @edge handler …, @deterministic, @pure, @Reads(...), @Writes(...). (@export sets the export flag; the others parse but have no codegen effect in the self-hosted compiler yet.)

Declaring a handler's query (@Queries)

@Queries declares the entities a handler works on. The body then runs once per matching entity, with each property bound by its own name and self() giving that entity — the query header lifts out of the body into an annotation:

# doc-check: skip — illustrative handler
@Queries(these: [Battle { hp <= 0 }, Pos], on: Enemy)
handler CleanBattle phase LateUpdate { despawn self() }

is the same program as

handler CleanBattle phase LateUpdate {
  for (Battle, Pos) in query [Battle, Pos, {Enemy}] where Battle.hp <= 0 { despawn self() }
}

these: lists the bound properties; a Prop{constraint} qualifies its bare field names to that property (Battle{hp <= 0} → Battle.hp <= 0). on: Model adds a {Model} kind filter. A handler with no @Queries runs once per tick. For a constraint that spans two properties (Pos.x > Vel.dx), or several kind filters, write the loop out with an inline for (…) in query […] where … instead — @Queries covers the common per-property case.

Conditions

A query selects on more than which properties an entity has. where is an ordinary expression evaluated with the bindings in scope, so entities can be matched on their field values:

# doc-check: skip — illustrative @Queries constraint
@Queries(these: [Battle { hp <= 0 }, Stats { level > 3 }])

The same where works on an inline for (…) in query […]; in @Queries the equivalent is a per-property Prop{constraint}.

A constraint is evaluated per candidate entity, so it is the wrong place for a guard that concerns the whole handler (re-reading reg(R_MODE) for every entity). Keep whole-handler guards in the body of a handler with no @Queries, wrapping an inline query — as CleanBattle does in examples/games/chronorift/combat.ludic.

Matching is lazy, not snapshotted

Both forms iterate entities by id and re-check the match as they reach each one; there is no per-tick array of matched entities. Consequences worth knowing:

  • despawn of the current entity, or of one already visited, is safe.
  • An entity spawned during the loop at a higher id is visited in the same tick. Spawn into a later phase if you don't want that.

Engine-owned systems

Some systems are run by the engine, not written as a handler. A game opts in by declaring a well-known component and carrying it on a model; the compiler inserts the matching system into the frame loop, so the component is ticked with no handler wired. The systems stand on the by-name reflection ABI, so they never compile against a fixed layout — a component with the right field names is enough, and a game that declares none is byte-for-byte unchanged.

Component Phase Effect
SpriteAnim { ticks, fps, frames, mode, frame } Update advances frame — spritesheet frame animation (mode 0 loop, 1 once, 2 ping-pong). Optional event_frame/event_fired fields arm a frame event (Anim.on_frame / Anim.fired)
Motion { ticks, dur, from, to, ease, value, done } Update advances value — value tween (ease 0 linear, 1 in, 2 out, 3 in-out), latches done
Light2D { x, y, radius, color, intensity } Render additive radial glow; the engine runs the whole 2D light pass and presents. Optional direction/spread (cone), falloff, softness, gel fields select the render-quality tiers
Occluder { x, y, w, h } Render a rectangular shadow caster the light pass carves out
Ambient { color } Render one entity tints the whole scene (night/cave) before lights accumulate
# doc-check: skip — illustrative engine-owned system
property SpriteAnim { ticks: int = 0, fps: int = 0, frames: int = 0, mode: int = 0, frame: int = 0 }
model Hero { Pos, SpriteAnim }
# spawn a walking 6-frame clip at 10 fps; the engine advances SpriteAnim.frame
spawn Hero { Pos { x: 0, y: 0 }  SpriteAnim { fps: 10, frames: 6, mode: 0 } }

An ergonomic layer sits over the animation components: register named clips with Anim.clip("run", frames, fps, mode) and (re)start one with Anim.play(entity, "run") (or Anim.play(entity, fps, frames, mode)); arm frame events with Anim.on_frame / read them with Anim.fired; start a value tween in one call with Motion.to(entity, from, to, dur, ease). Standalone fluent tween handles — Tween.to / Tween.chain / Tween.delay, read with Tween.value / Tween.done / Tween.parallel and cancelled with Tween.stop — sequence multi-step motion the engine advances each tick, beyond a single Motion.

A Light2D / Occluder reads its position from a Position { x, y } component on the same entity when the entity carries one, else from its own x / y fields — so "Position + Light2D" and a self-positioned light both work. With Light2D present the engine owns the frame flip: a draw handler renders the scene and does not call Screen.show. Beyond the radial core the light pass carries the render-quality tiers — Light.spot cones, a Light.falloff exponent, Light.soft shadows (penumbra), Light.gel colour cookies, normal-mapped surfaces (Light.normal + Light.height), and a Light.time_of_day day/night ramp — every one deterministic.

Managers: the engine owns the small stuff

Beyond the component systems, a few engine-owned managers cover what every game otherwise hand-rolls — each a namespace, nothing to declare:

Manager What it owns
Fx.sparks / Fx.number / Fx.clear transient sparks and floating numbers: moved, aged, drawn after the sprites, dropped when done
Audio.define(name:, path:) then Audio.play(name:) / Audio.play_music(name:) a sound bank by name; the handle form still works
Camera.shake_for(amount:, frames:) a timed screen shake the engine decays
Assets.enqueue / pump / progress / ready, Assets.get, Audio.play(name:), Assets.font one preload queue for images, sounds and fonts, sorted by extension
Prefab.spawn(name:) spawning a prefab chosen at runtime
Map.get/set/fill/rect/border/random_cell/random_cell_far/to_tile/is_solid/is_solid_at the tilemap edited in place, and what is solid per the Solids config (projectiles die on it too)
Stats { damage_pct, crit_pct, leech_pct, thorns, fire_rate_pct }, Stats.add, Stats.scale_hp the build stats every action game bolts on, applied by Combat.damage and the weapon system
Dash, Melee (ludic.shooter), Dungeon.* (ludic.dungeon), Brain { hunt_blind } (ludic.npcai) the dodge roll with i-frames, the arc swing with knockback, arena rooms with exits, relentless pursuit
PadButton.A/B/X/Y/…, CursorMode.* names for the input runtime's numbers
TopDown { reticle }, Weapon.set_color, Sprite.draw_meter, Collider.center, Prefs.max, Assets.enqueue_dir the aim line, engine-drawn shots, icon meters, box centres, high scores, a whole asset directory
Sprite { move_id, face, flash, blink } the run strip while moving, facing by movement, a white hit flash and an invulnerability blink — all engine-driven
IVec2.distance2/within/heading/along/step, Angle.diff_degrees, List.sample, Input.move_i, Screen.bar the geometry, sampling, movement intent and meters every action game rewrites

Input actions & deterministic replay

Beyond the raw Input.key() (this frame's key code), gameplay can read named actions instead of physical keys, so a key is rebindable and a control scheme is data. Input.bind(action, key) binds a key; Input.down(action) / Input.pressed(action) read it (held vs one-shot edge); Input.rebind(action, from, to) remaps it at runtime. Input.poll() is the single per-frame input read the actions sit on — which is what makes deterministic replay fall out: Input.record() captures the polled key each frame and Input.replay() feeds the tape back, so a run reproduces exactly (the seed of lockstep netcode). All integer and deterministic. See examples/library/input_actions.ludic.

A device layer sits over this for input past one key per frame: multiple simultaneous held keys (Input.key_down / key_pressed / key_released), analog Input.axis(neg, pos) and a normalized Input.vector(l, r, u, d), the mouse (Input.mouse_x/y, mouse_dx/dy, mouse_down, wheel), gamepads (Input.pad_button / pad_axis / pad_connected) and touch (Input.touch_count / touch_x/y). The held set is fed by the window when windowed, and by the Input.press / Input.set_mouse / Input.set_pad / Input.set_touch injection on every target — Godot-style action injection for replays, AI and network-fed input — and record/replay snapshots the whole per-frame state. See examples/library/input_device.ludic.

Everything is integer and deterministic (the frame clock ticks at a fixed 60/s), so animation, motion and lighting reproduce exactly under replay and lockstep netcode. See examples/library/anim_ecs.ludic and examples/library/light_ecs.ludic.

Annotations

Declarations carry @annotations in front of them — @export, @edge, @pure, @deterministic — one uniform channel rather than a set of prefix keywords. Two annotations replace a clause with a decorator.

@Queries — a handler's query as a decorator. Instead of the query (v) […] clause, a handler annotates its query, with each property's constraints written inline and the model given as on::

# doc-check: skip — composite: a handler plus its property/model declarations
property Transform { x: int = 0, scale: int = 1 }
property Velocity  { dx: int = 0, dy: int = 0 }
model Actor { Transform, Velocity }

@Queries(these: [Transform { scale > 0 }, Velocity { dx > 0 or dy > 0 }], on: Actor)
handler Move phase Update {
  Transform.x = Transform.x + Velocity.dx      # each property is bound by its name
}

It desugars to the ordinary loop

# doc-check: skip — the desugaring of the @Queries above
for (Transform, Velocity) in query [Transform, Velocity, {Actor}]
where Transform.scale > 0 and (Velocity.dx > 0 or Velocity.dy > 0) { … }

— each listed property becomes a binding named after itself, a Prop{constraint} block reads its bare names as fields of Prop, and on: Model adds a {Model} tag filter. The body runs once per matching entity.

@Computed — a derived field. A property field marked @Computed is not stored; x.field expands inline to its expression with the bare names read as fields of x. It reads like a field but costs nothing at runtime — no getter, no storage — so it doesn't reattach behavior to data:

# doc-check: skip — a property with a derived field
property Velocity {
  dx: int = 0
  dy: int = 0
  @Computed speed2: int = dx * dx + dy * dy    # v.speed2  ==  v.dx*v.dx + v.dy*v.dy
}

Lifecycle hooks. A game's timeline has fixed moments, and each is a handler annotation. They fire in this order and each reduces to ordinary code, so the data stays plain and behaviour stays in handlers:

boot ── @OnStart ─▶ spawn ── @OnAttach(P), @OnSpawn(M) ─▶ … ── @OnDespawn(M) ─▶ quit ── @OnQuit
  • @OnStart / @OnQuit — the program. @OnStart runs once at boot (it is the Start phase); @OnQuit runs once at shutdown, after the frame loop stops and before the process exits — the place to save() or clean up.
  • @OnSpawn(Model) / @OnDespawn(Model) — an entity. Both bind the model's properties by name, and self() is that entity; @OnSpawn is a constructor (@OnSpawn(Hero) handler Remember { player = self() }), @OnDespawn a destructor. Despawn doesn't statically know an entity's model, so despawn hooks compile to functions dispatched on the entity's kind. @OnDespawn may take an optional reason: @OnDespawn(Enemy, reason: r) binds r to an EndReason the compiler passes at each teardown site — EndReason.Despawned for an in-world despawn, EndReason.Quit when the program exits. At shutdown every still-live entity's @OnDespawn fires with Quit (no silent deaths), so teardown can branch on why it is ending — save on Quit, drop loot otherwise.
  • @OnAttach(Property) / @OnDetach(Property) — a property attached to or removed from an entity, with the property bound by name. @OnAttach fires once the fields are seeded (a per-property constructor); @OnDetach fires when the property is removed, before its has-flag clears, so the body can read the outgoing value (a per-property destructor). They pair with the attach / detach statements below.
# doc-check: skip — lifecycle hooks
@OnStart          handler Boot  { seed(1) }
@OnSpawn(Enemy)   handler Init  { Health.hp = Health.max }     # constructor
@OnDespawn(Enemy) handler Clean { drop_loot(Health.hp) }       # destructor
@OnDespawn(Enemy, reason: r) handler End {                    # destructor that knows why
  match r { EndReason.Quit => save();  _ => drop_loot(Health.hp) }
}
@OnAttach(Sprite) handler Load  { Sprite.id = image_load("goblin.png") }
@OnDetach(Sprite) handler Free  { image_drop(Sprite.id) }      # paired teardown
@OnQuit           handler Save  { save() }                     # once, at shutdown

Enable / disable — pause, don't destroy. enable and disable are statements that flip something on or off without destroying it. There are three scopes:

  • disable P on e / enable P on e — one property on one entity. Disabling clears the entity's has-flag, so queries stop matching it, but the field values stay in storage — a later enable restores them untouched. @OnDisable(P) and @OnEnable(P) are handler annotations that run at the toggle point with the property bound by name (like a one-entity @OnSpawn).
  • disable Model / enable Model — a whole model. Its entities drop out of every query while disabled; the entities and their data are left alone.
  • disable Handler / enable Handler — a handler. It stops being called each phase while disabled, and resumes on enable.

Each toggle is one global flag flip (or one has-flag store), so nothing is copied or freed — enable/disable is cheap and fully reversible.

Attach / detach — add, don't just resume. Where enable/disable pause a property that already belongs to an entity, attach/detach change what the entity has:

  • attach P on e / attach P on e { field: v, … } — add property P to a live entity, seeding its fields from the defaults plus any overrides, and fire @OnAttach(P). It fires only on a real transition: attaching a property the entity already has is a no-op.
  • detach P on e — remove P, firing @OnDetach(P) (which still reads the outgoing value) before the has-flag clears. Also a no-op if P is absent.

The distinction mirrors DOTS's enableable components vs structural add/remove, or Bevy's disable vs Remove: disable is a reversible pause that keeps the data; detach is a structural removal (a following attach re-seeds fresh fields).

# doc-check: skip — enable/disable + attach/detach
@OnDisable(Shield) handler Down { play("shield_break.wav") }
@OnEnable(Shield)  handler Up   { play("shield_up.wav") }
@OnAttach(Shield)  handler Grab { play("shield_get.wav") }
@OnDetach(Shield)  handler Drop { play("shield_drop.wav") }

disable Shield on self()          # pause: this entity loses its shield; data kept
enable  Shield on self()          # resume: shield back, amount unchanged
attach  Shield on self() { amount: 3 }   # structural: give it a fresh shield
detach  Shield on self()          # structural: take the shield away entirely
disable Gravity                   # a whole model sits out every query
disable AiThink                   # a handler stops running each phase

See examples/lang/toggle.ludic for the three enable/disable scopes, examples/lang/detach.ludic for the structural attach/detach pair, and examples/lang/reason.ludic for reason-carrying teardown. The rest of the lifecycle roadmap (value-change hooks, query-membership edges, keyed effects) is in the Lifecycle design.

@Handles — the handlers a program drives. Written in front of the program, @Handles(Move) names the handlers it uses. It parses and reads as documentation; every declared handler still runs (registration is implicit).

See examples/lang/annotations.ludic (queries, computed fields, one hook) and examples/lang/lifecycle.ludic (the whole timeline), plus examples/lang/toggle.ludic (enable/disable). Scenes and their on enter / on exit lifecycle blocks are implemented — see "Scenes & layers" below. (An annotation spelling, @OnEnter(Scene) / @OnExit(Scene), is a designed but not-yet-built convenience — see the Scenes design; today the hooks are written as on enter { … } inside the scene.)

Events & modding (event, emit, @On)

Where lifecycle hooks are the closed, in-language reactions the game author compiles in, events are the open, runtime surface a game exposes to mods — code loaded after compilation, in any language with a C ABI. The two share their fire sites; an event is a hook seen from across the ABI. A program that declares no event is compiled byte-for-byte as before.

  • event E { field: T = default, … } declares a public event carrying a flat POD payload (fields may be empty). @On(E) handler Name { … } registers an in-language listener whose body reads the payload fields by name. emit E(field: v, …) fires it — every listener runs, in declaration order, as a direct call. It all desugars to a @ev_<E> function; there is no interpreter.
# doc-check: skip — illustrative
event Hurt { entity: int, amount: int }
@On(Hurt) handler Flash { hud_flash(amount) }     # payload bound by name
emit Hurt(entity: e, amount: 5)                    # fires every listener
  • The foreign ABI. Each event also generates int ludic_on_<E>(void (*cb)(Ev*)) and a payload struct %Ev_<E>, so a mod in C / Lua / JS (over its FFI) registers a callback and is dispatched to right after the native listeners — the closed and open halves, one dispatch. Native listeners cost a direct call; foreign ones one indirect call over a fixed-capacity array (registration order = dispatch order, so a modded game stays deterministic). See examples/events/mod_events.ludic.

  • @Public promotes a lifecycle hook to an event, across the whole architecture. The game's own lifecycle becomes moddable with no hand-written emit, at every scope:

  • cancellable events are decisions, not just notifications. A listener on a cancellable event may cancel it (a foreign listener sets the payload's trailing cancelled flag); emit E(…) used as an expression yields that flag, so the caller applies the action only when it wasn't vetoed — the Bukkit/DOM preventDefault shape. See examples/events/cancel.ludic.

# doc-check: skip — illustrative
event cancellable BeforeHurt { amount: int }
@On(BeforeHurt) handler Armor { if amount > 10 { cancel } }
if emit BeforeHurt(amount: dmg) == 0 { hp = hp - dmg }   # apply only if not vetoed

The full modding roadmap — the world-table reflection ABI, scoped/leak-proof listeners, and the sandbox — is in the Events design.

Records (property), arrays and slices

There is one record keyword, property — a named set of typed fields with defaults. How a property is stored follows from how it is used, so the same declaration covers both ECS components and the plain records a program keeps outside the ECS:

  • listed in a model (or attached by spawn) → a component, stored in the engine's per-entity arrays and bound in queries;
  • constructed with new → a heap record, addressed by a pointer.

A program that only declares property records and functions — never a model or handler — is not an ECS program at all: it gets no entity storage or runtime, just the record layouts and new. (This is exactly how the Ludic compiler is written in itself.)

property Tok { kind: int = 0, line: int = 0, next: Tok }

handler Lex phase Update {
  let t = new Tok        # allocates; every field seeded from its default
  t.kind = 1
}

A new record has reference semantics: the value is a pointer to the object, so assigning or passing one shares it rather than copying.

property Tok { kind: int = 0, line: int = 0, next: Tok }

function bump(t: Tok) -> void { t.kind = t.kind + 1 }

handler Share phase Update {
  let a = new Tok
  let b = a              # b and a are the SAME object
  b.kind = 9
  print(a.kind)      # 9
  bump(a)                # the mutation is visible to the caller
  print(a.kind)      # 10
}

Fields chain, so a record can refer to its own type and be walked without temporaries — which is what an AST or a linked list needs:

handler Walk phase Update {
  let a = new Tok
  let b = new Tok
  a.next = b
  print(a.next.kind)
  a.next.kind = 42       # chains on the left of an assignment too
}

Two array forms. []T is the growable slice (below) and is implemented. [T; N] is a fixed array — stored inline and zeroed — and is a design target: the self-hosted compiler's ptype parses []T but not [T; N] yet, so the snippet below does not compile today. Programs use []T slices for now.

# doc-check: skip — [T; N] fixed arrays are not yet implemented (design target)
var table: [int; 8]      # module-level storage
handler S phase Update {
  let buf: [int; 4]      # a local; no initializer needed
  buf[0] = 10
  table[2] = buf[0]
}

[]T is a growable slice — a pointer to a header holding data, length and capacity. push appends, doubling the storage when it is full; because the header never moves, an append is visible to everything holding that slice.

handler Collect phase Update {
  let toks = new []Tok
  push(toks, new Tok)
  for i in 0 .. len(toks) { print(toks[i].kind) }
}

A slice whose contents are known up front is written as a list literal: [2, 3, 5, 7] or ["ember", "depths"] builds a fresh slice holding exactly those elements. The first element fixes the element type ([]int, []string, a record type, …) and every later element must match it; an empty [] is an error (there is nothing to infer from — use new []T). List literals are the natural way to write a table of records: let rows = [Row { … }, Row { … }].

Indexing works as both a value and an assignment target, and composes with fields: toks[i].kind = T_ID is a single address computation.

Functions & FFI

function heal(amount: int) -> int { return amount * 2 }

A call passes arguments positionally or by name. A named argument is the parameter's name, a colon, and the value; named arguments may come in any order and are reordered to the declaration at compile time. A call is either all positional or all named — the two do not mix. This works for every callable: bare functions, namespace and @Namespace functions, externs, and the builtin namespaces (Screen.*, Input.*, …):

# doc-check: skip — composite: a declaration plus its uses
function define_weapon(name: string, fire_rate: int, damage: int) -> int { … }

define_weapon("pistol", 9, 14)                                 # positional
define_weapon(name: "pistol", fire_rate: 9, damage: 14)       # named, reads as a table row
Weapon.def(damage: 14, name: "pistol", fire_rate: 9)          # any order, on a namespace too
extern function c_hypot(a: fixed, b: fixed) -> fixed = "hypot_fx"   # bind a C symbol

extern function … = "symbol" declares a foreign function and binds it to a symbol resolved at link time; pass -L/-l to ludicc to link its library. This is how Ludic calls anything with a C ABI — including a shared library built from another .ludic file (see examples/library/).

Statements

let x = expr / var x = expr · x = expr (+= -= *= /=) · if cond { } / if/else (the else is optional) · while cond { } · for i in a .. b { } (numeric range) · for (…) in query […] { } · break · continue · return · spawn · despawn · enable / disable (a property on e, a model, or a handler) · attach / detach (a property on e) · match · machine.

Bindings: let, var, const

A binding's keyword states whether it can be reassigned, the way Rust and Swift use them — not its scope (position decides that: inside a body it is a local, at the top level it is module state).

  • let x = e — an immutable binding. x = … afterward is a compile error (cannot assign to immutable 'x'). Reach for let by default.
  • var x = e — a mutable binding: x, x += 1, … reassign it. Use it for loop accumulators and anything that genuinely changes.
  • const NAME = e — a compile-time constant (folded, no storage).

A program-scope var may be initialized with any expression — a literal, an Enum.Variant, a new Record, a call. What the compiler can fold becomes the global's initial value; the rest runs once at startup, in declaration order, after the runtime boots and before the Start phase:

# doc-check: skip — illustrative globals
var run:    Progress  = new Progress             # allocated before Start
var origin: IVec2     = IVec2.zero()
var mode:   HeroState = HeroState.Idle           # folded

Declaring the same var twice is an error — including a name the spliced engine runtime already uses, which the message says (variable ui_font is also a variable of the engine runtime; choose another name).

Immutability is of the binding, not the object. A let that holds a record or slice still lets you mutate through it — the reference itself just cannot be repointed:

# doc-check: skip — illustrative bindings
let n = new Node       # immutable binding…
n.kind = 1             # …but mutation through it is fine
n = new Node           # ERROR: cannot assign to immutable 'n'

var total = 0
for i in 0 .. 10 { total += i }   # a var is the right tool for an accumulator

Statements are separated by a newline or ; (both lex to the same separator token). Two statements may not sit adjacent with only spaces between them — the compiler reports expected newline or ';' between statements. Write one statement per line, or, to pack several onto a line, separate them with ;:

# doc-check: skip — a bare statement block, not a whole declaration
let x = 1
x = x + 1                     # one per line, the usual form
let y = 1; y = y + 1          # or `;`-separated on one line

break and continue apply to the innermost enclosing loop, and work in all three loop forms — while, the numeric for, and the ECS query loop, where continue advances to the next matching entity. Using either outside a loop is a compile error.

Pattern matching & state machines

match replaces if-ladders on one value. Arms list one or more literal patterns (or _ for the default) and a body:

match tile {
  'T', '#' => return SPR_TREE       # multiple patterns per arm
  'D'      => return SPR_DOOR
  _        => return SPR_GRASS      # optional default
}

machine turns a register into an explicit state machine: it dispatches on the register's value to the matching state, and become transitions to a named state (no more if phase == N chains). See the co-op battle in examples/games/chronorift/combat.ludic:

# doc-check: skip — illustrative: elided bodies
machine R_PHASE {
  state KnightMenu { … if is_confirm(k) { …attack…  become KnightResolve } }
  state KnightResolve { … become MageMenu }
  state EnemyTurn { … become KnightMenu }
}

States number themselves by declaration order (KnightMenu is 0, KnightResolve is 1, …) — no magic constants. (An explicit state Name = expr is still accepted when a state needs a specific value.) A machine <reg> reads reg(<reg>) to pick the state; become Name compiles to set_reg(<reg>, <Name's value>). Both lower to plain branches (and match runs on the native LLVM backend too).

The store is usually a program-scope var. Declare it with an enum type and the machine's states are that enum's variants, matched by name — so the rest of the program compares the store against HeroState.Rolling and the machine needs no = value on any state:

# doc-check: skip — composite: declarations plus a machine over them
enum HeroState { Idle, Rolling, Swinging }
var hero_state: HeroState = HeroState.Idle

machine hero_state {
  state Idle     { if wants_roll { become Rolling } }      # HeroState.Idle
  state Rolling  { if done { become Idle } }               # HeroState.Rolling
  state Swinging { … }
}
if hero_state == HeroState.Rolling { … }                   # readable from anywhere

A state that names no variant of the store's enum is a compile error. A bare (payload-free) enum is an int-sized type wherever a type is written — a var, a parameter, a field, a return.

Enums

enum names a set of related integer values so a magic-number space — a menu selection, a mode, a machine state — reads as names instead of literals:

# doc-check: skip — composite: a declaration plus its uses
enum Action { Attack, Guard, Item, Flee }        # Attack = 0, Guard = 1, …

match reg(R_CUR) { Action.Attack => attack()  Action.Guard => guard()  _ => wait() }
if reg(R_MODE) == Mode.Battle { … }

A bare variant is a compile-time int accessed as Enum.Variant (Action.Guard is 1), numbered from 0 by declaration order, so it works anywhere an int does — match patterns, comparisons, set_reg. A plain (all-bare) enum is a naming layer over int: an enum value lives in an ordinary int or register (and is saved with it). See examples/games/chronorift/combat.ludic, whose battle menus dispatch on KnightAct/MageAct instead of 0..3.

A variant may instead carry a payload, which makes the enum a tagged union:

# doc-check: skip — composite: a declaration plus its uses
enum Tile { Empty, Wall, Door(int), Portal(int, int) }

let t: Tile = Door(3)                            # constructed by name; bare Empty for no payload
match t {
  Empty        => rest()
  Wall         => block()
  Door(n)      => open(n)                        # payload bound as `n` in this arm
  Portal(x, y) => teleport(x, y)                 # both fields bound
}

A payloaded value is boxed (a tag plus its payload slots) and carries the enum's type, so it flows through let, params and returns. A tagged match is checked for exhaustiveness — every variant must be handled or a _ arm given — and constructor/pattern arities are checked, so adding a variant flags each match that must learn it. Bare enums are untouched by this and keep their zero-cost form.

Expressions

Precedence (high to low): `postfix(. [] ()) → unary(- ~ not) →

  • / % << >> & → + - | ^ → compar(< <= > >= == !=) → and → or. The bitwise operators bind **tighter than comparison** (Go-style), so flags & MASK == 0means(flags & MASK) == 0` — no parentheses needed.

Operators are built-in only (no overloading). The boolean operators are spelled and / or / not; && and || are not Ludic operators, and a bare ! is rejected with a diagnostic naming the fix (!= is unaffected). Bitwise operators are & | ^ << >> ~ (>> is a logical/unsigned shift).

Strings are values. a + b concatenates two strings, and a == b / a != b compare them by content (not by pointer). "go" + dir == "goleft" works as written. (Under the hood these call a small emitted string runtime; a ==/!= against null is still a pointer test. Every other reference — records, slices, enums — compares by identity, and comparing a string with one is a compile error.)

Interpolation is the readable way to build them. A backtick string `text {expr} text` embeds any expression in {…} — numbers, bools and fixed values become text automatically, strings pass through — and desugars to the + chain above:

# doc-check: skip — illustrative interpolation
let msg = `hello {name}, you have {count + 1} messages`
# == "hello " + name + ", you have " + str(count + 1) + " messages"

str(x) is the same conversion on its own. Write a literal brace as {{ / }}.

Slicing. s[a..b] is a fresh substring of the bytes [a, b), and len(s) is a string's byte length — so path[0..len(path) - 6] trims an extension and s[i] still indexes a single byte. expr with { field: … } is not implemented; records appear only in spawn. Char literals ('w') are int code points; colors are hex ints (0xff8800). null is the null-pointer literal; test any pointer/record/slice with x == null / x != null (an unset Node/ptr field reads back as null).

Builtins (the standard library / runtime surface)

# math      min max abs clamp                       (int)
# rng       seed(i)  rng_range(lo,hi)->int  rng_chance(pct)->bool   (deterministic)
# fixed     fixed(i)->fixed   floor(f)->int
# tilemap   map_size(w,h)  map_row(y,str)  tile(x,y)->int
# 2D draw   clear(color)  fill_rect(x,y,w,h,color)  frame_rect(...)  put_px(x,y,color)
#           draw_sprite(id,x,y)  draw_sprite_scaled(id,x,y,scale)  present()
# text      text(x,y,str,color,scale)  text_int(x,y,n,color,scale)   (5x7 bitmap)
# fonts     Font.load(path)->id                                       (TrueType .ttf/.ttc)
#           text_ttf(font,x,y,utf8,color,px)  text_w(font,utf8,px)->int  text_h(font,px)->int
# images    image_load(path)->id   draw_image(id,x,y)   draw_image_scaled(id,x,y,w,h)
#           draw_9slice(id,x,y,w,h,inset)
# UI        Ui.build()  Ui.open(id)  Ui.close()  Ui.tick(key)  Ui.render()
#           Ui.clicked(id)->bool  Ui.set_text(id,str)
#           ui_set_int(id,n)  ui_focus(id)  ui_focused()->int  ui_visible(id,bool)   (bare only)
# assets    png_load(path)->id           (decodes a PNG; returns a 16x16 sprite id)
# input     Input.key()->int             (current frame's key code, 0 if none)
# entity    self()->entity
# save      save()   load()->bool         (binary snapshot of the whole ECS World)
# control   quit()   print(x)          (a value + newline)
# convert   str(x) -> str            (int/bool/fixed -> text)
# length    len(x) -> int            (elements of a slice, or bytes of a string)
# OpenGL    Gl.<snake_name>(…)        every OpenGL 4.1 core entry point (glBindBuffer -> Gl.bind_buffer,
#           GL_* constants as-is)     float/double parameters take fixed; buffers are bytes/words
#           Gl.open(width,height,title) Gl.swap() Gl.screenshot(path) Gl.program(vs,fs) Gl.vao() Gl.floats(n) …
# process   arg_count()->int   arg(i)->str          (the command line; argv[0] included)
#           exit(code)   run(cmd)   getenv(name)   read_char()->int
#           file_stderr()->ptr  file_stdout()->ptr (handles for file_write)

Tooling

ludic new mygame                         # a project that builds and plays as it stands
ludic run                                # compile src/main.ludic and run it
ludic build --headless                   # headless build (renders out.ppm; reads stdin)
ludic test                               # compile and run the project's `test` blocks
ludic test tests/math.ludic --test adds  # just the test named "adds" (-v: every result line)

ludicc app.ludic -o build/app            # the compiler directly: a native binary
ludicc app.ludic --emit-llvm -o app.ll   # stop at LLVM IR

ludic is the CLI (ludic help); ludicc is the compiler it drives, built from the IR seed by bin/ludic-dev build-cli. COMPILING.md is the authoritative CLI reference — the full flag set (-o, --windowed, --headless, --emit-llvm, --save-temps, --run), the LUDIC_HOME / LUDIC_CC environment variables, and the IR-to-stdout bootstrap contract (no -o) that bin/ludic build / bin/ludic-dev reseed rely on. The default mode is auto: a file with handlers links windowed, otherwise headless; an explicit flag always wins.

The retired C driver's --shared, --fmt, -c, cross-compile (--target) and wasm modes are not on the self-hosted toolchain (see "Not yet implemented"). Source formatting now lives in the standalone formatter — ludic fmt (below) — not a compiler flag.

The self-hosted compiler is intentionally permissive: it has no separate validation pass yet, so unknown types lower to ptr and call arity is not checked. Diagnostics are limited to parse-level errors, reported as file:line: error: message; richer static checks (unknown identifiers, duplicate types, unknown fields, arity) are future work.

Editors

bin/ludic-dev tools                            # -> bin/ludic-fmt, bin/ludic-lsp
bin/ludic-fmt -w src/                 # format in place (keeps comments)
bin/ludic-fmt --check .               # CI: exit 1 if anything is unformatted
bin/ludic-lsp --stdio                 # the language server, for any editor

ludic-fmt is the source formatter: it works on tokens, so comments and blank lines survive and no file is ever rewritten into another. ludic-lsp speaks LSP 3.17 and supplies completion, diagnostics, hover, go-to-definition, find-usages, rename, formatting, outlines, folding and inlay hints — the same binary for every editor. Both also understand ```ludic fences inside Markdown, so documentation gets the same highlighting and checking as source.

Plugins for VS Code and JetBrains IDEs, plus configuration for Neovim, Helix, Emacs, Sublime and Zed, are in tools/editors/ — see tools/editors/README.md.

Working programs

  • examples/games/chronorift.ludic — a co-op JRPG (overworld, dungeon, boss, shop, save) using CC0 Kenney sprites. Split across chronorift/*.ludic via import, built on models.
  • examples/games/menu.ludic — a retained-UI title screen (9-slice panel, TrueType labels, focusable buttons).
  • examples/games/snake.ludic — Snake, no assets — same compiler, proving generality.
bin/ludic build examples/games/snake.ludic && ./build/snake

Not yet implemented

Units on quantities (9.8 m/s^2), with record-update expressions, a bytecode VM + hot-reload, and the live agent bridge — these appear in the design docs but are future work.

  • reads / writes clauses — parsed and reserved on the handler node, but no analysis pass consumes them.
  • [T; N] fixed arrays — documented above, but ptype parses only []T slices; fixed inline arrays are not accepted yet. Use []T slices.
  • CLI: --shared, --fmt, and the wasm/cross target — these were features of the retired C driver; the self-hosted ludicc does not carry them (source formatting lives in bin/ludic-fmt instead). Output-path and IR flags are in flux as the CLI front-end is rebuilt — check ludicc usage for the current set.

Records (property used with new) and array types, break/continue, and argv/stderr — once listed here as near-term — are now implemented and self-hosting; their lowerings are in the Bootstrap deep-dive §4.

Scenes & layers

Implemented (S0). scene, layer, and the on enter / on exit hooks compile; examples/lang/scenes.ludic runs and is checked by bin/ludic-dev test. A scene lowers to a machine the compiler writes for you: one implicit active-scene register, states numbered by declaration order, and become as two direct calls plus a store. Richer scene features (the overlay stack, scene-owned entities, scene-local state, transition parameters) are designed in the Scenes design and not built yet.

A program is usually several mutually-exclusive states — a title screen, the overworld, a battle — and the usual way to write that is a mode register consulted at the top of every handler. scene makes it structure instead:

# doc-check: skip — illustrative: elided bodies
scene Title start {
  on enter { ui_open(UI_Menu) }
  on exit  { ui_visible(UI_Menu, 0) }

  layer Main {
    handler Choose phase Update {
      if ui_clicked(UI_NewGame) { become Overworld }
    }
  }
}

scene Overworld {
  on enter { spawn_party() }

  layer World { handler Move phase Update { … } }
  layer Hud   { handler Draw phase Render { … } }
}
  • Exactly one scene is active. The one marked start runs first (or the first declared, if none is marked); its on enter fires once at boot, right after the Start phase.
  • A scene's handlers only run while it is active. Handlers declared outside any scene are global and run every frame regardless.
  • Layers group handlers and declaration order is draw order: within a phase, global handlers run first, then the active scene's layers in the order they were written — so Hud's Render paints over World's.
  • on enter / on exit are lifecycle hooks, not phases. Scene setup goes in on enter; a layer handler may not use phase Start.
  • become Name transitions: the current scene's on exit runs, the active scene becomes Name, and its on enter runs. Inside a layer handler the compiler knows which scene is leaving, so a transition costs two direct calls and a store. From code no scene owns — a global handler, an @On(Event) listener, a plain function — become runs the live scene's on exit through one generated dispatch (@L_scene_leave), so a menu can react to UiClicked and become Play from a listener.
  • scene Title shows TitleMenu { … } — the scene owns a ui block: the engine frees the cursor and opens the menu on enter, draws it last in the Overlay phase, and closes it on exit. The scene's own handlers stay for the rest (Ui.set_text in on enter, a Hud.draw() under an overlay menu).
  • scene Splash lasts 110 then Title { … } — a timed scene: the engine counts the frames and moves on. scene Loading start loads then Title { … } — a loading scene: the engine pumps the Assets queue each frame, draws a default progress bar, fires AssetsReady once, and moves on when everything is in.
  • button id: Resume text: "Resume" goto: Play in a ui block — a click changes scene; no listener to write for the plain navigation buttons.
  • Handler names inside a scene's layers are qualified by the scene (Play_Draw), so two scenes may both have a Draw; enable / disable by the bare name still resolves inside that scene.
  • A layer handler may carry @Queries (and only that annotation), so a scene owns its per-entity systems: @Queries(these: [Particle]) handler AgeSparks phase Update { … } runs once per matching entity, only while the scene is active.
  • The active scene is snapshotted per phase. A become mid-phase runs its on exit/on enter immediately, but the switch of which layers dispatch takes effect at the next phase boundary — so exactly one scene's layers run in any single phase, and a become in Update is visible to that same frame's Render.

examples/lang/scenes.ludic is a runnable, tested example of these rules.

Queries in a handler signature

When a handler's whole body is one query loop, the loop header lifts into a @Queries annotation (see "Declaring a handler's query" above):

# doc-check: skip — illustrative handler
@Queries(these: [Battle { hp <= 0 }, Pos], on: Foe)
handler CleanBattle phase LateUpdate { despawn self() }

This is exactly equivalent to wrapping the body in for (Battle, Pos) in query [Battle, Pos, {Foe}] where Battle.hp <= 0 { … } — same lowering, same semantics. The body runs once per matching entity and self() is that entity. examples/lang/qdecl.ludic is a working example.

Mutation during iteration follows the same rules as an inline query, because it is the same loop: entities are visited by ascending id, despawn of the current or an already-visited entity is safe, and an entity spawned mid-loop at a higher id is visited in the same tick. If you need the tick's matches frozen, collect them yourself.