love.graphics.scale
Scales the coordinate system in two dimensions.
By default the coordinate system in LÖVE corresponds to the display pixels in horizontal and vertical directions one-to-one, and the x-axis increases towards the right while the y-axis increases downwards. Scaling the coordinate system changes this relation.
After scaling by sx and sy, all coordinates are treated as if they were multiplied by sx and sy. Every result of a drawing operation is also correspondingly scaled, so scaling by (2, 2) for example would mean making everything twice as large in both x- and y-directions. Scaling by a negative value flips the coordinate system in the corresponding direction, which also means everything will be drawn flipped or upside down, or both. Scaling by zero is not a useful operation.
Scale and translate are not commutative operations, therefore, calling them in different orders will change the outcome.
This change lasts until the next love.draw call, or a love.graphics.pop reverts to a previous love.graphics.push, or love.graphics.origin is called - whichever comes first.
Contents
Function
Synopsis
love.graphics.scale( sx, sy )
Arguments
number sx
- The scaling in the direction of the x-axis.
number sy (sx)
- The scaling in the direction of the y-axis. If omitted, it defaults to same as parameter sx.
Returns
Nothing.
Examples
Draw two lines of text, one scaled and one normal. Uses love.graphics.push and love.graphics.pop to return to normal render scale.
function love.draw()
love.graphics.push()
love.graphics.scale(0.5, 0.5) -- reduce everything by 50% in both X and Y coordinates
love.graphics.print("Scaled text", 50, 50)
love.graphics.pop()
love.graphics.print("Normal text", 50, 50)
end
Example with translate and scale
function love.load ()
-- if your code was optimized for fullHD:
window = {translateX = 40, translateY = 40, scale = 2, width = 1920, height = 1080}
width, height = love.graphics.getDimensions ()
love.window.setMode (width, height, {resizable=true, borderless=false})
resize (width, height) -- update new translation and scale
end
function love.update (dt)
-- mouse position with applied translate and scale:
local mx = math.floor ((love.mouse.getX()-window.translateX)/window.scale+0.5)
local my = math.floor ((love.mouse.getY()-window.translateY)/window.scale+0.5)
-- your code here, use mx and my as mouse X and Y positions
end
function love.draw ()
-- first translate, then scale
love.graphics.translate (window.translateX, window.translateY)
love.graphics.scale (window.scale)
-- your graphics code here, optimized for fullHD
love.graphics.rectangle('line', 0, 0, 1920, 1080)
end
function resize (w, h) -- update new translation and scale:
local w1, h1 = window.width, window.height -- target rendering resolution
local scale = math.min (w/w1, h/h1)
window.translateX, window.translateY, window.scale = (w-w1*scale)/2, (h-h1*scale)/2, scale
end
function love.resize (w, h)
resize (w, h) -- update new translation and scale
end
See Also
- love.graphics
- love.graphics.pop
- love.graphics.push
- love.graphics.rotate
- love.graphics.shear
- love.graphics.translate
- love.graphics.origin
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info