---
id: screen-draw_rectangle
name: Screen.draw_rectangle
category: screen
kind: namespace-method
tokens: Screen.draw_rectangle
sig: Screen.draw_rectangle(x, y, width, height, color)
tip: Draw a one-pixel-thick rectangle outline (not filled).
order: 2
ns: Screen
member: draw_rectangle
---
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 Screen.fill_rectangle, 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 fill_rectangle when you want a filled shape with a contrasting edge. Coordinates are in pixels from the top-left of the screen.
Parameters:
- `x` — the left edge, in pixels from the left of the screen
- `y` — the top edge, in pixels from the top of the screen
- `width` — the outline width in pixels
- `height` — the outline height in pixels
- `color` — the outline color, e.g. a `Color.*` name or a `0xRRGGBB` literal
```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()
}
}
```