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<title>Light.occlude — Ludic</title>
<meta name="description" content="Register a rectangle that blocks light — a hard shadow caster.">
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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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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-light.html">Light</a> <span>›</span> <span class="here">Light.occlude</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.occlude</h1>
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<code class="sig">Light.occlude(x, y, width, height)</code>
<div class="desc"><p>Registers an axis-aligned rectangle (screen space) that blocks light: for every <a href="light-point"><code>Light.point</code></a> that follows, any pixel whose ray from the light centre crosses this rectangle — or lies inside it — is left in shadow, carving a hard umbra behind the wall. Register the geometry that should cast shadows this frame, then draw the lights. Occluders persist until <a href="light-clear_occluders"><code>Light.clear_occluders</code></a>, so call that once per frame first; up to 64 occluders are kept.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Wall { x: int = 0, y: int = 0 }
model Block { Wall }
handler Render phase Update {
Screen.clear(0)
Light.clear_occluders()
Light.occlude(120, 80, 8, 48) # a pillar
Light.point(60, 100, 120, Color.rgb(255, 240, 200), 1.0)
Screen.show()
}
}</pre></div>
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