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<title>Screen.height — Ludic</title>
<meta name="description" content="The framebuffer height in pixels.">
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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.height</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Screen.height</h1>
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<code class="sig">Screen.height() -&gt; int</code>
<div class="desc"><p>Returns the height of the framebuffer in pixels — the number of drawable rows. Use it, together with <code>Screen.width</code>, to position elements relative to the bottom or vertical center of the screen instead of assuming a fixed size. A common use is keeping a moving object on screen by clamping its pixel row against this value. It takes no arguments and can be read during any handler.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program GroundLine {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
handler SpawnPlayer phase Start {
spawn Player { Position { column: 3, row: 0 } }
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
let ground_y = Screen.height() - TILE_SIZE
for (Position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: ground_y,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.LimeGreen)
}
Screen.show()
}
}</pre></div>
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