SpriteBatch:addLayer

Available since LÖVE 0.11.0
This function is not supported in earlier versions.

Adds a sprite to a batch created with an Array Texture.

Function

Adds a layer of the SpriteBatch's Array Texture.

Synopsis

spriteindex = SpriteBatch:addLayer( layerindex, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

number layerindex
The index of the layer to use for this sprite.
number x (0)
The position to draw the sprite (x-axis).
number y (0)
The position to draw the sprite (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

number spriteindex
The index of the added sprite, for use with SpriteBatch:set or SpriteBatch:setLayer.

Function

Adds a layer of the SpriteBatch's Array Texture using the specified Quad.

Synopsis

spriteindex = SpriteBatch:addLayer( layerindex, quad, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

number layerindex
The index of the layer to use for this sprite.
Quad quad
The subsection of the texture's layer to use when drawing the sprite.
number x (0)
The position to draw the sprite (x-axis).
number y (0)
The position to draw the sprite (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

number spriteindex
The index of the added sprite, for use with SpriteBatch:set or SpriteBatch:setLayer.

Notes

The specified layer index overrides any layer index set on the Quad via Quad:setLayer.

Function

Adds a layer of the SpriteBatch's Array Texture using the specified Transform.

Synopsis

spriteindex = SpriteBatch:addLayer( layerindex, transform )

Arguments

number layerindex
The index of the layer to use for this sprite.
Transform transform
A transform object.

Returns

number spriteindex
The index of the added sprite, for use with SpriteBatch:set or SpriteBatch:setLayer.

Function

Adds a layer of the SpriteBatch's Array Texture using the specified Quad and Transform.

Synopsis

spriteindex = SpriteBatch:addLayer( layerindex, quad, transform )

Arguments

number layerindex
The index of the layer to use for this sprite.
Quad quad
The subsection of the texture's layer to use when drawing the sprite.
Transform transform
A transform object.

Returns

number spriteindex
The index of the added sprite, for use with SpriteBatch:set or SpriteBatch:setLayer.

Notes

The specified layer index overrides any layer index set on the Quad via Quad:setLayer.

Notes

In order to use an Array Texture or other non-2D texture types as the main texture in a custom Shader, the void effect() variant must be used in the pixel shader, and MainTex must be declared as an ArrayImage or sampler2DArray like so: uniform ArrayImage MainTex;.

Examples

Draw multiple layers of an Array Image in a SpriteBatch

function love.load()
    local sprites = {"sprite1.png", "sprite2.png"}
    image = love.graphics.newArrayImage(sprites)

    batch = love.graphics.newSpriteBatch(image)
    batch:addLayer(1, 50, 50)
    batch:addLayer(2, 250, 50)
end

function love.draw()
    love.graphics.draw(batch)
end

Use a custom shader

shader = love.graphics.newShader[[
uniform ArrayImage MainTex;

void effect() {
    // Texel uses a third component of the texture coordinate for the layer index, when an Array Texture is passed in.
    // love sets up the texture coordinates to contain the layer index specified in love.graphics.drawLayer, when
    // rendering the Array Texture.
    love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}
]]

function love.load()
    local sprites = {"sprite1.png", "sprite2.png"}
    image = love.graphics.newArrayImage(sprites)

    batch = love.graphics.newSpriteBatch(image)
    batch:addLayer(1, 50, 50)
    batch:addLayer(2, 250, 50)
end

function love.draw()
    love.graphics.setShader(shader)
    love.graphics.draw(batch)
end

See Also

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