--- id: phase-render name: Render category: phases kind: phase tokens: Render sig: phase Render tip: The last per-frame phase — draw the world, then call Screen.show() once. order: 5 --- `Render` is the final phase of every frame, run after all the logic phases (`Input`, `FixedUpdate`, `Update`, `LateUpdate`) have finished. A `handler … phase Render` paints the frame with the `Screen.*` calls — start by clearing the surface with `Screen.clear`, draw everything back-to-front, and finish with a single `Screen.show()` to present the completed frame to the window. Keep `Render` free of game-state changes: it should read the world and draw it, not move things, so that the drawing never affects the simulation. When you use scenes, layers within a scene render in declaration order, so a HUD layer written after a world layer paints on top of it. ```ludic program RenderExample { 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 } } } handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) 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) } 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) Screen.show() } } ```