Difference between revisions of "love.graphics.point"

(Updated example)
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== Notes ==
 
== Notes ==
 
The pixel grid is actually offset to the center of each pixel. So to get clean pixels drawn use 0.5 + integer increments.
 
The pixel grid is actually offset to the center of each pixel. So to get clean pixels drawn use 0.5 + integer increments.
 +
 +
Points are not affected by [[love.graphics.scale]] - their [[love.graphics.setPointSize|size]] is always in pixels.
 
== Examples ==
 
== Examples ==
 
Render a starfield
 
Render a starfield

Revision as of 02:57, 14 November 2015

Draws a point.

Function

Synopsis

love.graphics.point( x, y )

Arguments

number x
The position on the x-axis.
number y
The position on the y-axis.

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.

Points are not affected by love.graphics.scale - their size is always in pixels.

Examples

Render a starfield

function love.load()
   local screen_width, screen_height = love.graphics.getDimensions()
   local max_stars = 100   -- how many stars we want

   stars = {}   -- table which will hold our stars

   for i=1, max_stars do   -- generate the coords of our stars
      local x = love.math.random(5, screen_width-5)   -- generate a "random" number for the x coord of this star
      local y = love.math.random(5, screen_height-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, star in ipairs(stars) do   -- loop through all of our stars
      love.graphics.point(star[1], star[2])   -- draw each point
   end
end

See Also


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