Available since LÖVE 0.4.0
This function is not supported in earlier versions.

Draw a polygon.

Following the mode argument, this function can accept multiple numeric arguments or a single table of numeric arguments. In either case the arguments are interpreted as alternating x and y coordinates of the polygon's vertices.

O.png When in fill mode, the polygon must be convex and simple or rendering artifacts may occur. love.math.triangulate and love.math.isConvex can be used in 0.9.0+.  


Synopsis mode, ... )


DrawMode mode
How to draw the polygon.
number ...
The vertices of the polygon.




Synopsis mode, vertices )


DrawMode mode
How to draw the polygon.
table vertices
The vertices of the polygon as a table.




Two ways of drawing the same triangle

Triangle drawn using

This example shows how to give the coordinates explicitly and how to pass a table argument.

-- Giving the coordinates directly."fill", 100,100, 200,100, 150,200)

-- Defining a table with the coordinates.
-- This table could be built incrementally too.
local vertices = {100,100, 200,100, 150,200}

-- Passing the table to the function as a second argument."fill", vertices)

Draw concave polygon

local vertices  = {100,100, 200,100, 200,200, 300,200, 300,300, 100,300} -- Concave "L" shape.
local triangles = love.math.triangulate(vertices)

for i, triangle in ipairs(triangles) do"fill", triangle)

Draw rotated rectangle

This is one way to draw a rotated rectangle.

function drawRotatedRectangle(mode, x, y, width, height, angle)
	local cosa, sina = math.cos(angle), math.sin(angle)

	local dx1, dy1 = width*cosa,   width*sina
	local dx2, dy2 = -height*sina, height*cosa

	local px1, py1 = x,         y
	local px2, py2 = x+dx1,     y+dy1
	local px3, py3 = x+dx1+dx2, y+dy1+dy2
	local px4, py4 = x+dx2,     y+dy2, px1,py1, px2,py2, px3,py3, px4,py4)

Draw rotated boid (directed triangle)

Triangle drawn using
function drawBoid (mode, x, y, length, width , angle) -- position, length, width and angle, y) angle ), -length/2, -width /2, -length/2, width /2, length/2, 0) 
x, y, angle = 200, 100, math.pi/4
drawBoid ("fill", x, y, 20, 10 , angle)

Pixel-perfect Hexadecagon

Hexadecagon using

For better result it can be used with "rough" line style and "nearest" canvas filter.

function hexadecagon (mode, x, y, radius) -- same as
	local w1 = math.atan(2/5) -- ratio of two integers, 21.8 degrees 
	local w2 = math.atan(5/5) -- ratio of two integers, 45 degrees 
	local k1 = (w1+w2)/2
	local k2 = math.cos((w2-w1)/2)
	local a = radius
	local b = radius*math.tan (w1 / 2)
	local c = radius*math.cos (k1) / k2
	local d = radius*math.sin (k1) / k2
	local vertices = {
		 a, b,  c, d,  d, c,  b, a, 
		-b, a, -d, c, -c, d, -a, b, 
		-a,-b, -c,-d, -d,-c, -b,-a, 
		 b,-a,  d,-c,  c,-d,  a,-b} (x+0.5, y+0.5) (mode, vertices) (-x-0.5, -y-0.5)

canvas =, height)
canvas:setFilter("nearest", "nearest")"rough") (canvas) (0,1,0)
	hexadecagon ("line", 200, 100, 60) ()

function love.draw() (1,1,1) (canvas)

See Also

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