phase
Render
phase Render
Render is the final phase of every frame, run after all the logic phases (Input, FixedUpdate, Update, LateUpdate) have finished. A handler … phase Render paints the frame with the Screen.* calls — start by clearing the surface with Screen.clear, draw everything back-to-front, and finish with a single Screen.show() to present the completed frame to the window. Keep Render free of game-state changes: it should read the world and draw it, not move things, so that the drawing never affects the simulation. When you use scenes, layers within a scene render in declaration order, so a HUD layer written after a world layer paints on top of it.
Example
program RenderExample {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
var score: int = 0
handler PlacePlayer phase Start {
spawn Player { Position { column: 5, row: 6 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (current_position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: current_position.column * TILE_SIZE,
y: current_position.row * TILE_SIZE,
width: TILE_SIZE, height: TILE_SIZE, color: Color.LimeGreen)
}
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1)
Screen.show()
}
}