34 lines
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1.9 KiB
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34 lines
No EOL
1.9 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Screen.pixel — Ludic</title>
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<meta name="description" content="Read a framebuffer pixel (0x00RRGGBB), or 0 if off-screen.">
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<link rel="stylesheet" href="base.css">
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<body>
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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.pixel</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Screen.pixel</h1>
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</div>
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<code class="sig">Screen.pixel(x, y) -> int</code>
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<div class="desc"><p>Reads the colour of the framebuffer pixel at screen <code>(x, y)</code> as <code>0x00RRGGBB</code>, or <code>0</code> if the coordinate is off-screen. Unlike drawing, it ignores the camera — it reports the actual screen. Handy for colour-based collision or hit-testing against what was rendered, and for pixel-exact tests.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
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handler DrawWorld phase Render {
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Screen.put_pixel(x: 10, y: 10, color: Color.Red)
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if Screen.pixel(10, 10) == Color.Red { Screen.status("hit") }
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Screen.show()
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}
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}</pre></div>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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