Difference between revisions of "love.graphics.point"
m (RM leftover sentence fragment.) |
m |
||
Line 36: | Line 36: | ||
* [[love.graphics.setPointStyle]] | * [[love.graphics.setPointStyle]] | ||
[[Category:Functions]] | [[Category:Functions]] | ||
+ | [[Sub-Category::Drawing| ]] | ||
{{#set:Description=Draws a point.}} | {{#set:Description=Draws a point.}} | ||
{{#set:Since=000}} | {{#set:Since=000}} | ||
== Other Languages == | == Other Languages == | ||
{{i18n|love.graphics.point}} | {{i18n|love.graphics.point}} |
Revision as of 00:16, 29 March 2013
Draws a point.
Contents
Function
Synopsis
love.graphics.point( x, y )
Arguments
Returns
Nothing.
Notes
The pixel grid is actually offset to the center of each pixel. So to get clean pixels drawn use 0.5 + integer increments.
Examples
Render a starfield.
function love.load()
stars = {} -- table which will hold our stars
max_stars = 100 -- how many stars we want
for i=1, max_stars do -- generate the coords of our stars
local x = math.random(5, love.graphics.getWidth()-5) -- generate a "random" number for the x coord of this star
local y = math.random(5, love.graphics.getHeight()-5) -- both coords are limited to the screen size, minus 5 pixels of padding
stars[i] = {x, y} -- stick the values into the table
end
end
function love.draw()
for i=1, #stars do -- loop through all of our stars
love.graphics.point(stars[i][1], stars[i][2]) -- draw each point
end
end
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info