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.}}
 
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{{New feature|11.0|
{{param|table|unfilteredArg|Unfiltered command-line arguments given to the executable (see [[#Notes]]).}}
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{{param|table|unfilteredArg|Unfiltered command-line arguments given to the executable (see [[#Notes|Notes]]).}}
 
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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.

Function

Synopsis

love.load( arg, unfilteredArg )

Arguments

table arg
Command-line arguments given to the game.
Available since LÖVE 11.0
table unfilteredArg
Unfiltered command-line arguments given to the executable (see Notes).


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

See Also


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