--- id: phase-overlay name: Overlay category: phases kind: phase tokens: Overlay sig: phase Overlay tip: The HUD pass — runs after Render and after every engine-owned drawing system. order: 6 --- `Overlay` runs after `Render` and after every engine-owned drawing system (sprites, lights, the scene's `shows` menu), so a `handler … phase Overlay` paints on top of the finished world: health bars, score, prompts, a boss bar. With `@ClearColor` the engine owns the clear and the present, so an `Overlay` handler only draws — no `Screen.clear`, no `Screen.show`. Like `Render`, it should read the world and never change it. ```ludic program OverlayExample { property Position { column: int = 0, row: int = 0 } model Player { Position } const TILE_SIZE: int = 16 let score: int = 0 handler PlacePlayer phase Start { spawn Player { Position { column: 5, row: 6 } } } @ClearColor(Color.MidnightBlue) handler DrawWorld phase Render { for (current_position) in query [Position, {Player}] { Screen.fill_rectangle( x: current_position.column * TILE_SIZE, y: current_position.row * TILE_SIZE, width: TILE_SIZE, height: TILE_SIZE, color: Color.LimeGreen) } } handler DrawHud phase Overlay { Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1) Screen.draw_number(x: 52, y: 4, value: score, color: Color.Gold, scale: 1) } } ```