Difference between revisions of "love.graphics.point"

(Add an (admittedly overcomplicated) example)
m (Add more see alsos.)
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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.
 
== Examples ==
 
== Examples ==
Render a starfield
+
Render a starfield. Note: if you want the points to be crisper,
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
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== See Also ==
 
== See Also ==
 
* [[parent::love.graphics]]
 
* [[parent::love.graphics]]
 +
* [[love.graphics.setPoint]]
 +
* [[love.graphics.setPointSize]]
 +
* [[love.graphics.setPointStyle]]
 
[[Category:Functions]]
 
[[Category:Functions]]
 
{{#set:Description=Draws a point.}}
 
{{#set:Description=Draws a point.}}

Revision as of 01:02, 27 September 2011

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.

Examples

Render a starfield. Note: if you want the points to be crisper,

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[#stars+1] = {x, y}   -- stick the values into the next available spot in 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


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