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<title>Light.ambient — Ludic</title>
<meta name="description" content="Multiply the whole scene by a tint — the night/cave modulate.">
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Light.ambient</h1>
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<code class="sig">Light.ambient(color)</code>
<div class="desc"><p>Multiplies every framebuffer pixel by <code>color</code> (a <code>0x00RRGGBB</code> tint), channel by channel (<code>channel * tint / 255</code>). This is the global modulate that sets mood before any light adds brightness back: a dim blue-grey gives night, a warm brown gives a cave, and <code>0xFFFFFF</code> is a no-op. Call it once, after drawing the scene and before the <a href="light-point"><code>Light.point</code></a> calls that light it back up.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-color"><code class="pname">color</code><span class="pdesc">the ambient tint, <code>0x00RRGGBB</code> (darker/cooler = a darker scene)</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Tag { v: int = 0 }
model Marker { Tag }
handler Render phase Update {
Screen.clear(Color.rgb(120, 120, 140))
Light.ambient(Color.rgb(48, 48, 72)) # dusk: dim and cool
Light.point(160, 120, 90, Color.Amber, 1.0)
Screen.show()
}
}</pre></div>
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