Problem with x,y scaling

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ElmuKelmuZ
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Posts: 14
Joined: Sat Sep 01, 2012 7:43 pm

Problem with x,y scaling

Post by ElmuKelmuZ »

So, I have 4 pseudo-classes that I use here.

Vector2 which is essentially just an X and Y value.
UDim2 which has an X,Y scale as well as X,Y offset
Color3 which has r,g,b values
ImageLabel which has properties as such:
Image
UDim2 inner workings:
Image
Image

So I use these to draw an image on screen, however nothing gets drawn when I do this:
Image
The size and position I set to it are as follows:
Image
I print out image:getDimensions() and all the stuff I pass onto love.graphics.draw and get this:
Image
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raidho36
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Re: Problem with x,y scaling

Post by raidho36 »

What's the color value? It might have zero alpha. Also that's awful lot of calculations for something as simple as storing a coordinate.
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0x72
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Re: Problem with x,y scaling

Post by 0x72 »

Your default Color3 is black (i.e. "multiply every color by 0 so it's all black whatever texture is used").

I've changed Color3.new so it defaults to white (lines 12-14) and it works great

Code: Select all

    col3.r = Clamp(r or 255, 0, 255)
    col3.g = Clamp(g or 255, 0, 255)
    col3.b = Clamp(b or 255, 0, 255)
White sounds like a better default, but of course you can just set it manually in ImageLabel.new

Code: Select all

    img.Color = col or Color3.new(255, 255, 255)
KayleMaster
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Re: Problem with x,y scaling

Post by KayleMaster »

Side question, what's your IDE/text editor or whatever they call it?
ElmuKelmuZ
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Re: Problem with x,y scaling

Post by ElmuKelmuZ »

KayleMaster wrote:Side question, what's your IDE/text editor or whatever they call it?
Visual Studio 2013, using the BabeLua "plugin"
ElmuKelmuZ
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Posts: 14
Joined: Sat Sep 01, 2012 7:43 pm

Re: Problem with x,y scaling

Post by ElmuKelmuZ »

0x72 wrote:Your default Color3 is black (i.e. "multiply every color by 0 so it's all black whatever texture is used").

I've changed Color3.new so it defaults to white (lines 12-14) and it works great

Code: Select all

    col3.r = Clamp(r or 255, 0, 255)
    col3.g = Clamp(g or 255, 0, 255)
    col3.b = Clamp(b or 255, 0, 255)
White sounds like a better default, but of course you can just set it manually in ImageLabel.new

Code: Select all

    img.Color = col or Color3.new(255, 255, 255)
Ah, stupid mistake by me again :/

Thanks :P
ElmuKelmuZ
Prole
Posts: 14
Joined: Sat Sep 01, 2012 7:43 pm

Re: Problem with x,y scaling

Post by ElmuKelmuZ »

Also now that this is settled and my next question doesn't deserve it's own new thread,

Image

How do I tweak my equations so a size of UDim2.new(1, 0, 1, 0) stretches the image to the screens bounds
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Tjakka5
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Re: Problem with x,y scaling

Post by Tjakka5 »

The target scale can be calculated by doing targetSize / imageSize.
If your screen resolution is static it's pretty straight forward.
If not you should use the love.resize() callback to recalculate all the target scales.
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Positive07
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Location: Argentina

Re: Problem with x,y scaling

Post by Positive07 »

sx = [wiki]love.graphics.getWidth[/wiki]()/[wiki](Image):getWidth[/wiki]()
sy = [wiki]love.graphics.getHeight[/wiki]()/[wiki](Image):getHeight[/wiki]()
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
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