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<title>Screen.draw_rectangle — Ludic</title>
<meta name="description" content="Draw a one-pixel-thick rectangle outline (not filled).">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-screen.html">Screen — drawing</a> <span>›</span> <span class="here">Screen.draw_rectangle</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Screen.draw_rectangle</h1>
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<code class="sig">Screen.draw_rectangle(x, y, width, height, color)</code>
<div class="desc"><p>Draws just the border of a rectangle — a one-pixel-thick outline — leaving the interior untouched so whatever is behind it shows through. It takes the same top-left position and size as <code>Screen.fill_rectangle</code>, but is meant for framing rather than filling: selection boxes, UI panels, health-bar borders, or highlighting the tile under a cursor. Use it together with <code>fill_rectangle</code> when you want a filled shape with a contrasting edge. Coordinates are in pixels from the top-left of the screen.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-x"><code class="pname">x</code><span class="pdesc">the left edge, in pixels from the left of the screen</span></div><div class="param" id="param-y"><code class="pname">y</code><span class="pdesc">the top edge, in pixels from the top of the screen</span></div><div class="param" id="param-width"><code class="pname">width</code><span class="pdesc">the outline width in pixels</span></div><div class="param" id="param-height"><code class="pname">height</code><span class="pdesc">the outline height in pixels</span></div><div class="param" id="param-color"><code class="pname">color</code><span class="pdesc">the outline color, e.g. a <code>Color.*</code> name or a <code>0xRRGGBB</code> literal</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program SelectionFrame {
property Position { column: int = 0, row: int = 0 }
model Enemy { Position }
const TILE_SIZE: int = 16
handler SpawnEnemy phase Start {
spawn Enemy { Position { column: 6, row: 5 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Enemy}] {
let pixel_x = Position.column * TILE_SIZE
let pixel_y = Position.row * TILE_SIZE
Screen.fill_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Crimson)
Screen.draw_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold)
}
Screen.show()
}
}</pre></div>
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