Difference between revisions of "love.graphics.draw"
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== Function == | == Function == | ||
− | {{newin|[[0.9.0]]|090|type=variant|text=It has replaced [[love.graphics. | + | {{newin|[[0.9.0]]|090|type=variant|text=It has replaced [[love.graphics.draw]]}} |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 17:58, 6 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 (1)
- Scale factor (y-axis).
number ox (0)
- Origin offset (x-axis).
number oy (0)
- Origin offset (y-axis).
Returns
Nothing.
Function
Available since LÖVE 0.9.0 |
It has replaced love.graphics.draw. |
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 (1)
- 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
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
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