Difference between revisions of "love.load"
(→Examples: use locals. demonstrate use of args (main use for load). include update to make defining position meaningful.) |
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{{param|table|arg|Command-line arguments given to the game.}} | {{param|table|arg|Command-line arguments given to the game.}} | ||
{{New feature|11.0| | {{New feature|11.0| | ||
− | {{param|table|unfilteredArg|Unfiltered command-line arguments given to the executable (see [[#Notes]]).}} | + | {{param|table|unfilteredArg|Unfiltered command-line arguments given to the executable (see [[#Notes|Notes]]).}} |
|110}} | |110}} | ||
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=== Returns === | === Returns === | ||
Nothing. | Nothing. |
Latest revision as of 14:32, 11 July 2022
This function is called exactly once at the beginning of the game.
Contents
Function
Synopsis
love.load( arg, unfilteredArg )
Arguments
table arg
- Command-line arguments given to the game.
Returns
Nothing.
Notes
In LÖVE 11.0, the passed arguments excludes the game name and the fused command-line flag (if exist) when runs from non-fused LÖVE executable. Previous version pass the argument as-is without any filtering.
Examples
Establish some variables/resources on the game load, so that they can be used repeatedly in other functions (such as love.draw).
Run love with arguments to see them displayed: love . --hello.
local text, pos
function love.load(args)
local msg = args[1] or 'no arguments'
text = love.graphics.newText(love.graphics.getFont(), msg)
pos = {
x = 50,
y = 50,
}
end
function love.update(dt)
if love.keyboard.isDown('right') then
pos.x = pos.x + 1
end
end
function love.draw()
love.graphics.draw(text, pos.x, pos.y)
end
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