The _draw()
function is the second part of the game loop.
If a cartridge's source code includes both an _update()
function and a _draw()
function, then PICO-8 will attempt to call these functions once for each animation frame, at a rate of 30 frames per second (60 if _update60()
is used.)
You define this function in your game's source code. It takes no arguments.
The intended purpose of _draw()
is to draw the state of the game onto the screen, such as with calls to map() and spr(). A typical _draw()
function starts with a call to cls() to clear the screen then draws all of the game elements, but this is not required.
If _update()
and _draw()
together take longer than 1/30th of a second (or 1/60th with _update60()
) to complete, PICO-8 may decide not to call _draw()
for a given frame. See the entry on the game loop.
The <code>_draw()</code> function is the second part of the game loop.
If a cartridge's source code includes both an <code>_update()</code> function and a <code>_draw()</code> function, then Pico-8 will attempt to call these functions once for each animation frame, at a rate of 30 frames per second (60 if <code>_update60()</code> is used.)
You define this function in your game's source code. It takes no arguments.
The intended purpose of <code>_draw()</code> is to draw the state of the game onto the screen, such as with calls to map() and spr(). A typical <code>_draw()</code> function starts with a call to cls() to clear the screen then draws all of the game elements, but this is not required.
If <code>_update()</code> and <code>_draw()</code> together take longer than 1/30th of a second (or 1/60th with <code>_update60()</code>) to complete, Pico-8 may decide not to call <code>_draw()</code> for a given frame. See the entry on the game loop.
Examples[]
function _draw()
cls()
print("hello, world!", rnd(76), rnd(124), rnd(15)+1)
end