playerClone.Position=Vector2.new(player.entity.Position.x, (2*water.Position.y-player.entity.Position.y)-50) --50 being the size of the image
playerClone.Rotation=-player.entity.Rotation
I'm not sure how to make it so the reflection doesn't clip. I tried using love.graphics.setScissor() but it seems to affect all of the graphic objects.
If the water is just confined to a rectangle, then love.graphics.setScissor() is your best bet.
What you want to do is enable scissor only when drawing the reflection, and disable it immediately after the reflection's been drawn by calling love.graphics.setScissor() with no arguments, so that no other objects will be affected.
I'm using a camera system by blackbulletIV and I've noticed that scissor seems to not work correctly. (I go to the spot where the reflection should be, it isn't there but as I go away, I can start to see the reflection appear)
Is there any way to fix this, or do you know of any camera system that works with setScissor?
Any camera library should work with setScissor. Make sure you're using your world coordinates for the scissor and remember to unset them after you're done.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette! personal page and a raycaster