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screen-fill_rectangle.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Screen.fill_rectangle — Ludic</title>
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<meta name="description" content="Draw a solid, filled rectangle at a pixel position.">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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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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<main class="wrap item">
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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.fill_rectangle</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Screen.fill_rectangle</h1>
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</div>
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<code class="sig">Screen.fill_rectangle(x, y, width, height, color)</code>
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<div class="desc"><p>Draws a solid block of color from the top-left corner <code>(x, y)</code> spanning <code>width</code> by <code>height</code> pixels. This is the workhorse for drawing tiles, sprites-from-primitives, health bars, and background panels, since a Ludic game paints every pixel itself rather than loading image assets. Coordinates are in pixels measured from the top-left of the screen, so multiply a grid <code>column</code>/<code>row</code> by your tile size to place things on a board. Parts of the rectangle that fall outside the framebuffer are simply clipped.</p></div>
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<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 rectangle width in pixels</span></div><div class="param" id="param-height"><code class="pname">height</code><span class="pdesc">the rectangle height in pixels</span></div><div class="param" id="param-color"><code class="pname">color</code><span class="pdesc">the fill color, e.g. a <code>Color.*</code> name or a <code>0xRRGGBB</code> literal</span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program FilledTiles {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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const TILE_SIZE: int = 16
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handler SpawnPlayer phase Start {
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spawn Player { Position { column: 4, row: 3 } }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (Position) in query [Position, {Player}] {
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Screen.fill_rectangle(
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x: Position.column * TILE_SIZE,
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y: Position.row * TILE_SIZE,
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width: TILE_SIZE,
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height: TILE_SIZE,
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color: Color.LimeGreen)
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}
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Screen.show()
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}
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}</pre></div>
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<a class="back" href="api.html">← All symbols</a>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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</body></html>
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