Difference between revisions of "love.graphics.draw"

m (Clarification of language)
m (Default sy is really sx (see https://github.com/love2d/love/blob/main/src/modules/graphics/wrap_SpriteBatch.h#L46), and there really was drawq functions (love.graphics.drawq))
 
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Draws objects on screen. Drawable objects are usually [[Image|loaded images]], but may be other kinds of [[Drawable]] objects, such as a [[ParticleSystem]].
+
Draws a [[Drawable]] object (an [[Image]], [[Canvas]], [[SpriteBatch]], [[ParticleSystem]], [[Mesh]], [[Text]] object, or [[Video]]) on the screen with optional rotation, scaling and shearing.
  
In addition to simple drawing, the draw() function can rotate and scale the object at the same time, as well as offset the image (for example, to center the image at the chosen coordinates).
+
Objects are drawn relative to their local coordinate system. The origin is by default located at the top left corner of [[Image]] and [[Canvas]] objects. All scaling, shearing, and rotation arguments transform the object relative to that point.
  
love.graphics.draw() anchors from the top left corner by default.
+
It's possible to rotate an object about, for example, its center by offsetting the origin to the center. Angles must be given in radians for rotation. One can also use negative scaling factors to flip the object about its origin.
  
All values can be negative. For example, you can specify a negative value for sx or sy to flip the drawable horizontally or vertically.
+
Note that the offsets are applied before rotation, scaling, or shearing; scaling and shearing are applied before rotation.
  
The pivotal point is (x, y) on the screen and (ox, oy) in the internal coordinate system of the drawable object, before rotation and scaling. The object is scaled by (sx, sy), then rotated by r around the pivotal point.
+
The right and bottom edges of the object are shifted at an angle defined by the shearing factors.
  
The default [[ColorMode]] blends the current drawing color into the image, so you will often want to invoke [[love.graphics.setColorMode]]("replace") before drawing images, to ensure that the drawn image matches the source image file.
+
When using the default shader anything drawn with this function will be tinted according to the currently selected color. Set it to pure white to preserve the object's original colors.
  
The origin offset values are most often used to shift the images up and left by half of its height and width, so that (effectively) the specified x and y coordinates are where the center of the image will end up.
 
 
== Function ==
 
== Function ==
 
=== Synopsis ===
 
=== Synopsis ===
Line 32: Line 31:
 
=== Returns ===
 
=== Returns ===
 
Nothing.
 
Nothing.
 +
 +
== Function ==
 +
{{newin|[[0.9.0]]|090|type=variant|text=It has replaced [[love.graphics.drawq]]}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( texture, quad, x, y, r, sx, sy, ox, oy, kx, ky )
 +
</source>
 +
=== Arguments ===
 +
{{param|Texture|texture|A [[Texture]] ([[Image]] or [[Canvas]]) to texture the [[Quad]] with.}}
 +
{{param|Quad|quad|The Quad to draw on screen.}}
 +
{{param|number|x|The position to draw the object (x-axis).}}
 +
{{param|number|y|The position to draw the object (y-axis).}}
 +
{{param|number|r (0)|Orientation (radians).}}
 +
{{param|number|sx (1)|Scale factor (x-axis).}}
 +
{{param|number|sy (sx)|Scale factor (y-axis).}}
 +
{{param|number|ox (0)|Origin offset (x-axis).}}
 +
{{param|number|oy (0)|Origin offset (y-axis).}}
 +
{{param|number|kx (0)|Shearing factor (x-axis).}}
 +
{{param|number|ky (0)|Shearing factor (y-axis).}}
 +
=== Returns ===
 +
Nothing.
 +
 +
== Function ==
 +
{{newin|[[11.0]]|110|type=variant}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( drawable, transform )
 +
</source>
 +
=== Arguments ===
 +
{{param|Drawable|drawable|A drawable object.}}
 +
{{param|Transform|transform|Transformation object.}}
 +
=== Returns ===
 +
Nothing.
 +
 +
== Function ==
 +
{{newin|[[11.0]]|110|type=variant}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( texture, quad, transform )
 +
</source>
 +
=== Arguments ===
 +
{{param|Texture|texture|A [[Texture]] ([[Image]] or [[Canvas]]) to texture the [[Quad]] with.}}
 +
{{param|Quad|quad|The Quad to draw on screen.}}
 +
{{param|Transform|transform|Transformation object.}}
 +
=== Returns ===
 +
Nothing.
 +
 
== Examples ==
 
== Examples ==
=== Draw an image (the [https://love2d.org/w/images/c/c3/Resource-HamsterBall.png Hamster Ball]) at 100 by 100 pixels ===
+
=== Draw an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) at 100 by 100 pixels ===
 +
<source lang="lua">
 +
function love.load()
 +
hamster = love.graphics.newImage("hamster.png")
 +
end
 +
function love.draw()
 +
love.graphics.draw(hamster, 100,100)
 +
end
 +
</source>
 +
=== Draw an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) from the center at 100 by 100 pixels, rotating over time ===
 +
<source lang="lua">
 +
function love.load()
 +
hamster = love.graphics.newImage("hamster.png")
 +
end
 +
function love.draw()
 +
local width  = hamster:getWidth()
 +
local height = hamster:getHeight()
 +
local angle  = love.timer.getTime() * 2*math.pi / 2.5 -- Rotate one turn per 2.5 seconds.
 +
love.graphics.draw(hamster, 100,100, angle, 1,1, width/2, height/2)
 +
end
 +
</source>
 +
----
 +
{{newin|[[0.9.0]]|090|type=functionality}}
 +
=== Draw the top half of an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) at 100 by 100 pixels. ===
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
  hamster = love.graphics.newImage("hamster.png")
+
hamster     = love.graphics.newImage("hamster.png")
 +
local width  = hamster:getWidth()
 +
local height = hamster:getHeight()
 +
quad        = love.graphics.newQuad(0,0, width,height/2, width,height)
 
end
 
end
 
function love.draw()
 
function love.draw()
  love.graphics.draw(hamster, 100, 100)
+
love.graphics.draw(hamster,quad, 100,100)
 
end
 
end
 
</source>
 
</source>
=== Draw an image (the [https://love2d.org/w/images/c/c3/Resource-HamsterBall.png Hamster Ball]) from the center at 100 by 100 pixels, rotated by 90 degrees ===
+
 
 +
 
 +
=== Draw the flying [[:File:rocket.png|rocket]] directed to the mouse pointer ===
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
  hamster = love.graphics.newImage("hamster.png")
+
local image = love.graphics.newImage ('rocket.png')
  width = hamster:getWidth()
+
Rocket ={x=200,y=200,angle=0,image=image,ox=image:getWidth()/2,oy=image:getHeight()/2}
  height = hamster:getHeight()
+
end
 +
function love.update(dt)
 +
local mx, my = love.mouse.getPosition()
 +
local dx, dy = mx-Rocket.x, my-Rocket.y
 +
Rocket.angle = math.atan2 (dy, dx)
 +
Rocket.x = Rocket.x + dt*dx
 +
Rocket.y = Rocket.y + dt*dy
 
end
 
end
 
function love.draw()
 
function love.draw()
  love.graphics.draw(hamster, 100, 100, math.rad(90), 1, 1, width / 2, height / 2)
+
love.graphics.draw (Rocket.image, Rocket.x, Rocket.y, Rocket.angle, 1, 1, Rocket.ox, Rocket.oy)
 
end
 
end
 
</source>
 
</source>
  
 
== See Also ==
 
== See Also ==
 +
* [[love.graphics.drawInstanced]]
 +
* [[love.graphics.drawLayer]]
 
* [[parent::love.graphics]]
 
* [[parent::love.graphics]]
 
[[Category:Functions]]
 
[[Category:Functions]]
 +
[[Sub-Category::Drawing| ]]
 
{{#set:Description=Draws objects on screen.}}
 
{{#set:Description=Draws objects on screen.}}
 
{{#set:Since=000}}
 
{{#set:Since=000}}
 +
 
== Other Languages ==
 
== Other Languages ==
 
{{i18n|love.graphics.draw}}
 
{{i18n|love.graphics.draw}}

Latest revision as of 07:40, 7 October 2023

Draws a Drawable object (an Image, Canvas, SpriteBatch, ParticleSystem, Mesh, Text object, or Video) on the screen with optional rotation, scaling and shearing.

Objects are drawn relative to their local coordinate system. The origin is by default located at the top left corner of Image and Canvas objects. All scaling, shearing, and rotation arguments transform the object relative to that point.

It's possible to rotate an object about, for example, its center by offsetting the origin to the center. Angles must be given in radians for rotation. One can also use negative scaling factors to flip the object about its origin.

Note that the offsets are applied before rotation, scaling, or shearing; scaling and shearing are applied before rotation.

The right and bottom edges of the object are shifted at an angle defined by the shearing factors.

When using the default shader anything drawn with this function will be tinted according to the currently selected color. Set it to pure white to preserve the object's original colors.

Function

Synopsis

love.graphics.draw( drawable, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

Drawable drawable
A drawable object.
number x (0)
The position to draw the object (x-axis).
number y (0)
The position to draw the object (y-axis).
number r (0)
Orientation (radians).
number sx (1)
Scale factor (x-axis).
number sy (sx)
Scale factor (y-axis).
number ox (0)
Origin offset (x-axis).
number oy (0)
Origin offset (y-axis).
Available since LÖVE 0.8.0
number kx (0)
Shearing factor (x-axis).
number ky (0)
Shearing factor (y-axis).

Returns

Nothing.

Function

Available since LÖVE 0.9.0
It has replaced love.graphics.drawq.

Synopsis

love.graphics.draw( texture, quad, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

Texture texture
A Texture (Image or Canvas) to texture the Quad with.
Quad quad
The Quad to draw on screen.
number x
The position to draw the object (x-axis).
number y
The position to draw the object (y-axis).
number r (0)
Orientation (radians).
number sx (1)
Scale factor (x-axis).
number sy (sx)
Scale factor (y-axis).
number ox (0)
Origin offset (x-axis).
number oy (0)
Origin offset (y-axis).
number kx (0)
Shearing factor (x-axis).
number ky (0)
Shearing factor (y-axis).

Returns

Nothing.

Function

Available since LÖVE 11.0
This variant is not supported in earlier versions.

Synopsis

love.graphics.draw( drawable, transform )

Arguments

Drawable drawable
A drawable object.
Transform transform
Transformation object.

Returns

Nothing.

Function

Available since LÖVE 11.0
This variant is not supported in earlier versions.

Synopsis

love.graphics.draw( texture, quad, transform )

Arguments

Texture texture
A Texture (Image or Canvas) to texture the Quad with.
Quad quad
The Quad to draw on screen.
Transform transform
Transformation object.

Returns

Nothing.

Examples

Draw an image (the Hamster Ball) at 100 by 100 pixels

function love.load()
	hamster = love.graphics.newImage("hamster.png")
end
function love.draw()
	love.graphics.draw(hamster, 100,100)
end

Draw an image (the Hamster Ball) from the center at 100 by 100 pixels, rotating over time

function love.load()
	hamster = love.graphics.newImage("hamster.png")
end
function love.draw()
	local width  = hamster:getWidth()
	local height = hamster:getHeight()
	local angle  = love.timer.getTime() * 2*math.pi / 2.5 -- Rotate one turn per 2.5 seconds.
	love.graphics.draw(hamster, 100,100, angle, 1,1, width/2, height/2)
end

Available since LÖVE 0.9.0
This functionality is not supported in earlier versions.

Draw the top half of an image (the Hamster Ball) at 100 by 100 pixels.

function love.load()
	hamster      = love.graphics.newImage("hamster.png")
	local width  = hamster:getWidth()
	local height = hamster:getHeight()
	quad         = love.graphics.newQuad(0,0, width,height/2, width,height)
end
function love.draw()
	love.graphics.draw(hamster,quad, 100,100)
end


Draw the flying rocket directed to the mouse pointer

function love.load()
	local image = love.graphics.newImage ('rocket.png')
	Rocket ={x=200,y=200,angle=0,image=image,ox=image:getWidth()/2,oy=image:getHeight()/2}
end
function love.update(dt)
	local mx, my = love.mouse.getPosition()
	local dx, dy = mx-Rocket.x, my-Rocket.y
	Rocket.angle = math.atan2 (dy, dx)
	Rocket.x = Rocket.x + dt*dx
	Rocket.y = Rocket.y + dt*dy
end
function love.draw()
	love.graphics.draw (Rocket.image, Rocket.x, Rocket.y, Rocket.angle, 1, 1, Rocket.ox, Rocket.oy)
end

See Also



Other Languages