Is there a syntax? Well of course there is, what would it be? And can the font be in a sub-folder?anjo wrote:Yes. Yes you can.Jasoco wrote:Question though, can I place a TTF file inside the .love and use that as my font if I want something fancier?
So wait, do I have to define a new quad for every tile? If I have to, can I place a quad into an array? Since I would have many many tiles, I'd want a multi-dimentional array of tiles. imageDef[1][1] for instance which would be a single tile. Before I would just define imageDef with love.graphics.newImage then use love.graphics.draws to draw out a portion. Now it seems I have to know ahead of time all the portions I will need to draw? As long as I can place all the defs inside an array, and have it be multi-dimensional (I don't want to have to place all my tiles in a straight line.)Jasoco wrote:Where sx/sy is the location on screen, ix/iy is where in the image to crop, and w/h is the size of the crop. I don't get what Quads means. Simply put, what do I replace the above with to achieve the same result of a portion of an image drawn in a specific place on screen?Code: Select all
love.graphics.draws(imageDef, sx, sy, ix, iy, w, h)
Code: Select all
local q = love.graphics.newQuad(ix, iy, w, h, imageDef:getWidth(), imageDef:getHeight()) love.graphics.drawq(imageDef, q, sx, sy)
Edit: What about spriteBatch? How would I use that? Would that be the answer?
I see how it works now. 0.6.0 gives us the option for finer control if we want it. Or plain old simpleness if we so choose.You make your own main loop by overriding love.run() - you can see the default here. The default functions the same as 0.5.0's main loop, though, so love.load, love.update, and love.draw will all work fine even if you don't touch love.run.Jasoco wrote:What I need first is to know how I make my own main loop. I heard you can do this now and saw code for it but do not remember where. Or will the old load, update and draw functions work fine? I heard making your own main loop was more flexible though.