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<title>Screen.status — Ludic</title>
<meta name="description" content="Set the persistent one-line status/HUD string shown by the runtime.">
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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-screen.html">Screen — drawing</a> <span>›</span> <span class="here">Screen.status</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Screen.status</h1>
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<code class="sig">Screen.status(text)</code>
<div class="desc"><p>Sets a single persistent line of status text that the runtime displays outside your normal drawing — a lightweight HUD line for debugging or a title-bar style message. Unlike <code>Screen.draw_text</code>, it is not part of the framebuffer you clear and present each frame: you set it once (or whenever it changes) and it persists until you set it again. Use it for coarse status such as the current level, connection state, or a frame-rate readout while iterating. It takes a single string argument.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-text"><code class="pname">text</code><span class="pdesc">the status line to display</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program StatusLine {
var elapsed_frames: int = 0
handler UpdateStatus phase Update {
elapsed_frames = elapsed_frames + 1
Screen.status(text: `frame {elapsed_frames}`)
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.show()
}
}</pre></div>
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