veethree wrote:Can you post the rest of the code?
It's alot of code, so i really can't.
But this is the draw function and the code i posted before was from drawLighting()
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love.graphics.push()
love.graphics.translate(-player.act_x+love.graphics.getWidth()/2, -player.act_y+love.graphics.getHeight()/2)
drawBlocks()
drawDetail()
drawItems()
drawEntity()
enemyZombie.drawEnemy()
drawInfo()
drawWeapon()
drawPlayer(player.grid_x/50, player.grid_y/50)
love.graphics.draw(cloud, -player.act_x*1.08+time*4, -player.act_y*1.05-1000*0.1,0,69,69)
drawLighting()
love.graphics.pop()
love.graphics.draw(weapons[1].texture,sword[4],100,100)
drawPlayerHP()
drawDebug()
drawHelp()
drawOnScreenMenu()
i noticed now that when i enter fullscreen it works just fine, the code that i use for entering fullscreen is:
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fullscreenEnabled = true
love.window.setMode(0, 0, {fullscreen=true})
love.window.setMode(love.graphics.getWidth(),love.graphics.getHeight(), {fullscreen=true, vsync=false})
updateWidthHeight()
updateWidthHeight() updates the gameWidth and gameHeight that i used in drawLighting()