We're eight chapters in and haven't even touched upon a simple and useful piece of functionality that DragonRuby GTK gives us: drawing rectangles! Rectangles are great for backgrounds, text boxes and more. Layer some sprites on top, and you can get pretty fancy.
We're familiar with a lot of the shape hash keys for the position and size, but `r`, `g`, and `b` are new. They specify the values for the (r)ed, (g)reen, and (b)lue color values for the rectangle we're drawing. Their values can be set to anything between 0 and 255, inclusive. Adjust the values to see a different color displayed. The higher the value for a given color, the more it'll be part of the mix. So our color has a blue of 230, meaning blue comes through more than the others. You can also specify `a`, the alpha value, between 0 and 255, inclusive, to get transparency in our color.
Now we've got our dragon flying over a blue sky. That looks quite a bit better.
![game with dragon and three targets and blue background](./img/c09-blue-sky.jpg)
## Extra Credit
- Make (or find) some cloud sprites and render those in the sky. Put them in the `args.outputs.sprites`_before_ the other sprites to have them render behind.
- Move the clouds, randomly placing at a different position and with a different size when they go off the screen.
- Draw some more rectangles under the score and timer to make them easier to read.