ludic/docs/language/phases/phase-overlay.md

41 lines
1.4 KiB
Markdown

---
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)
}
}
```