Graphic Transformations Explained

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
User avatar
kbmonkey
Party member
Posts: 138
Joined: Tue Sep 01, 2015 12:19 pm
Location: Sydney
Contact:

Re: Graphic Transformations Explained

Post by kbmonkey »

A practical example is when you want to make canvas scroll.

When you draw a bunch of sprites (pseudo code):

Code: Select all

background:draw()
enemies:draw()
player:draw()
And want to offset all their drawing, without needing to update the sprite positions themselves, you can simply offset where we draw them on screen:

Code: Select all

translate(scrollX, 0)
background:draw()
enemies:draw()
player:draw()
In essence you won't need to pollute your game code with all the scroll-code, which can become a nightmare when a bug creeps in!

By the same token, you can draw your game at different scales without needing to change any of your sprite code:

(pseudo code)

Code: Select all

scale(0.5, 0.5)  -- half-sized displays
background:draw()
enemies:draw()
player:draw()
Post Reply

Who is online

Users browsing this forum: No registered users and 82 guests