Well, good for you.FUTURECATCC wrote: ↑Tue May 17, 2022 8:20 pm Thank you for helping me i have fixed the broken fullscreen thing it beacause i changed a number accidently so
Good luck with scaling your games, comrade!
Well, good for you.FUTURECATCC wrote: ↑Tue May 17, 2022 8:20 pm Thank you for helping me i have fixed the broken fullscreen thing it beacause i changed a number accidently so
Code: Select all
rs = require("scaling_solution")
gamera = require("gamera")
cam = gamera.new(0, 0, 2000, 2000)
love.update = function(dt)
-- Update my lib.
rs.update()
-- Unpack new function.
local gameZone = RS.getGameZone()
-- Set right coordinates for scissors.
-- (also, for best results, do rounding to uncoming values
-- because it might create empty space between black bars (that my lib render)
-- and everything, that gamera lib draw.)
cam:setWindow(math.ceil(gameZone.x - 0.5), math.ceil(gameZone.y - 0.5), math.ceil(gameZone.w), math.ceil(gameZone.h))
end
local draw = function()
-- Then after gamera finished tranlsating and scaling, call my lib draw:
rs.start()
-- * Here you draw everything that you need to be scaled.
end
love.draw = function()
cam:draw(draw) -- you need to call camera draw in first place.
rs.stop() -- and only after camera done drawing, you stops my lib.
end
Yay!
Only if you into integer scaling and ready to sacrifice for it space on top/left/right/bottom sides at same time, tho.Gunroar:Cannon() wrote: ↑Wed Dec 28, 2022 2:09 pm Wow, nice. This isbecomingthe best scaling lib. I really need that pixel scaling now so
Then use that damn scaling, haha. And don't forget to add somewhere in options screen option to switch scaling, if they not oki-doki with that.
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