Sorry for my bad English.
I'm trying to learn love2d and I don't know how to get a pixel from a map or canvas.
if I run the example that comes with love2d from imageDate by default: getPixel shows this error. main.lua: 40 attempt to index global canvas (a nill value).
I have searched the internet and did not find any.
¿Can someone provide me with a simple code where I can read a pixel from a map and or canvas? Thanks.
help imagedate:getPixel for love 11.3
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- Prole
- Posts: 16
- Joined: Wed May 09, 2018 11:48 am
- BrotSagtMist
- Party member
- Posts: 657
- Joined: Fri Aug 06, 2021 10:30 pm
Re: help imagedate:getPixel for love 11.3
"canvas" is not the name of the function but a placeholder for the name of your canvas.
In other words you need to create _canvas_ first before being able to use it.
Further canvas:getPixel was removed from the current Löve version. To get the colour of a pixel i use this line:
r,g,b= Canvas:newImageData( nil, nil,x,y, 1,1 ):getPixel(0,0)
In other words you need to create _canvas_ first before being able to use it.
Further canvas:getPixel was removed from the current Löve version. To get the colour of a pixel i use this line:
r,g,b= Canvas:newImageData( nil, nil,x,y, 1,1 ):getPixel(0,0)
obey
Re: help imagedate:getPixel for love 11.3
Presumably oscaradalid will want to get more than one pixel, and repeating that line over and over is definitely not a good idea
- BrotSagtMist
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Re: help imagedate:getPixel for love 11.3
If you do know a better way then please say so, i am currently running this 20 times each frame to get points on my map and i am not happy with it.
obey
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- Prole
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Re: help imagedate:getPixel for love 11.3
True, I want to do multiple get _pixel of a map. One way would be to save the map in an array and manipulate it from there, but I have no idea how to do it in this language. I'm learning lua and I want to pass this illustrative example from pico to love2d. ..
Code: Select all
cls(7)
-- seed the agar
for start=0,25,1 do
pset(rnd(128),rnd(128),0)
end
-- speed
grabbing=2000
function _draw()
for grab=0,grabbing,1 do
local x=rnd(128)
local y=rnd(128)
local c=pget(x,y)
if c~=7 then
circfill(x,y,1,0)
end
end
end
Re: help imagedate:getPixel for love 11.3
Well, Pico8 is designed to work with a framebuffer, and Löve isn't designed to do that, but there are ways around it.
circfill with a radius of 1 is just 5 points: up, down, left, right and centre. Using that, you can implement a simple purpose-specific circfill that only does that.
Note that this doesn't work at 30 Hz like Pico-8 does, it works at the refresh rate of the monitor (60 Hz in many cases, but it can be different depending on the monitor and graphics mode). It can be refined further with a timer, to make it work at 30 Hz; just replace love.update with this:
circfill with a radius of 1 is just 5 points: up, down, left, right and centre. Using that, you can implement a simple purpose-specific circfill that only does that.
Code: Select all
-- Set filter to nearest for all textures by default
love.graphics.setDefaultFilter("nearest", "nearest")
-- Create framebuffer
local fb = love.image.newImageData(128, 128)
-- Fill the framebuffer with white
fb:mapPixel(function (x, y)
return 1, 1, 1, 1
end)
local function circfill(x, y, r, g, b)
fb:setPixel(x, y, r, g, b, 1)
if y > 0 then
fb:setPixel(x, y-1, r, g, b, 1)
end
if x > 0 then
fb:setPixel(x-1, y, r, g, b, 1)
end
if x < 127 then
fb:setPixel(x+1, y, r, g, b, 1)
end
if y < 127 then
fb:setPixel(x, y+1, r, g, b, 1)
end
end
local function rnd(n)
return love.math.random(0, n-1)
end
-- Plant the seeds
for i = 1, 26 do
fb:setPixel(rnd(128), rnd(128), 0, 0, 0, 1)
end
-- Create a GPU-side image from our CPU-side framebuffer
local img = love.graphics.newImage(fb)
local grabbing = 2000
function love.update(dt)
-- Update the framebuffer
for i = 1, grabbing do
local x = rnd(128)
local y = rnd(128)
local c = fb:getPixel(x, y)
if c == 0 then
circfill(x, y, 0, 0, 0)
end
end
end
function love.draw()
-- Send the framebuffer to the GPU
img:replacePixels(fb)
-- Draw the image
local w, h = love.graphics.getDimensions()
local min = math.min(w, h)
love.graphics.draw(img, w/2, h/2, 0, min/128, min/128, 64, 64)
end
Code: Select all
local timer = 0
function love.update(dt)
if timer <= 0 then
-- Update the framebuffer
for i = 1, grabbing do
local x = rnd(128)
local y = rnd(128)
local c = fb:getPixel(x, y)
if c == 0 then
circfill(x, y, 0, 0, 0)
end
end
timer = timer + 1/30
end
timer = timer - dt
end
If you can't convert it to a framebuffer-based approach like the above, it might be better to convert to ImageData once and then grab the pixels from the ImageData.BrotSagtMist wrote: ↑Sun Dec 05, 2021 11:15 pm If you do know a better way then please say so, i am currently running this 20 times each frame to get points on my map and i am not happy with it.
-
- Prole
- Posts: 16
- Joined: Wed May 09, 2018 11:48 am
Re: help imagedate:getPixel for love 11.3
Thank you very much for the example code, it is really good to understand the mechanics in love2d.
Re: help imagedate:getPixel for love 11.3
Well, the word is somewhat ambiguous I was referring to a CPU based framebuffer where drawing consists of writing to its memory. Kinda like many computers like the ZX Spectrum, and some consoles like the GBA, have. Pico-8 works like that.
That's the same interpretation used in this thread (a framebuffer library): https://love2d.org/forums/viewtopic.php?f=5&t=85013
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