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love.draw error?

Posted: Fri Jan 08, 2016 9:30 pm
by larz

Code: Select all

local run={};
do
	run.draw=love.draw;
	
	function run.draw()
		love.graphics.print("Hello.",100,100);
	end
end
Why this doesn't works?

Re: love.draw error?

Posted: Fri Jan 08, 2016 9:39 pm
by Ref

Code: Select all

function love.draw()
   love.graphics.print('Hello!',100,100)
end

Re: love.draw error?

Posted: Fri Jan 08, 2016 10:03 pm
by larz
Can't i reffer to it by run.draw?

Re: love.draw error?

Posted: Fri Jan 08, 2016 10:38 pm
by larz
Someone?

Re: love.draw error?

Posted: Fri Jan 08, 2016 10:55 pm
by veethree
Is there a reason why you don't want to just use love.draw?

I think if you want to call it run.draw you would have to use a custom love.run function.

Re: love.draw error?

Posted: Fri Jan 08, 2016 10:58 pm
by slime

Code: Select all

local run = {}

function run.draw()
    love.graphics.print("hi")
end

love.draw = run.draw
(Not that it's particularly useful to do something like that...)

Re: love.draw error?

Posted: Fri Jan 08, 2016 11:35 pm
by Ref
But that doesn't print to the screen (at 100,100) but prints 'Hi 100 100".

Re: love.draw error?

Posted: Sat Jan 09, 2016 9:06 pm
by Jasoco
You're overthinking it. Use this as a starting point:

Code: Select all

function love.load()
    --Put stuff here that needs to be loaded once like creating images or fonts
end

function love.update(dt)
    --Update things here using dt as a delta (Amount per second)
end

function love.draw()
    love.graphics.print("Hello.", 100, 100)
end
While you can put functions in other functions, it won't do anything unless you actually call it.

And look at the Wiki.

Re: love.draw error?

Posted: Sun Jul 23, 2017 12:01 pm
by PGUp
Why do you need to make it very complex..