ludic/docs/language/screen/screen-draw_rectangle.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.8 KiB

id name category kind tokens sig tip order ns member
screen-draw_rectangle Screen.draw_rectangle screen namespace-method Screen.draw_rectangle Screen.draw_rectangle(x, y, width, height, color) Draw a one-pixel-thick rectangle outline (not filled). 2 Screen draw_rectangle

Draws just the border of a rectangle — a one-pixel-thick outline — leaving the interior untouched so whatever is behind it shows through. It takes the same top-left position and size as Screen.fill_rectangle, but is meant for framing rather than filling: selection boxes, UI panels, health-bar borders, or highlighting the tile under a cursor. Use it together with fill_rectangle when you want a filled shape with a contrasting edge. Coordinates are in pixels from the top-left of the screen.

Parameters:

  • x — the left edge, in pixels from the left of the screen
  • y — the top edge, in pixels from the top of the screen
  • width — the outline width in pixels
  • height — the outline height in pixels
  • color — the outline color, e.g. a Color.* name or a 0xRRGGBB literal
program SelectionFrame {
  property Position { column: int = 0, row: int = 0 }
  model Enemy { Position }

  const TILE_SIZE: int = 16

  handler SpawnEnemy phase Start {
    spawn Enemy { Position { column: 6, row: 5 } }
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    for (Position) in query [Position, {Enemy}] {
      let pixel_x = Position.column * TILE_SIZE
      let pixel_y = Position.row * TILE_SIZE
      Screen.fill_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Crimson)
      Screen.draw_rectangle(x: pixel_x, y: pixel_y, width: TILE_SIZE, height: TILE_SIZE, color: Color.Gold)
    }
    Screen.show()
  }
}