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<title>Screen.pixel — Ludic</title>
<meta name="description" content="Read a framebuffer pixel (0x00RRGGBB), or 0 if off-screen.">
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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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<span class="kind-badge kind-method">method</span>
<h1 id="top">Screen.pixel</h1>
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<code class="sig">Screen.pixel(x, y) -&gt; int</code>
<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>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
handler DrawWorld phase Render {
Screen.put_pixel(x: 10, y: 10, color: Color.Red)
if Screen.pixel(10, 10) == Color.Red { Screen.status("hit") }
Screen.show()
}
}</pre></div>
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