-
Notifications
You must be signed in to change notification settings - Fork 3
Functions
hatninja edited this page Jun 9, 2017
·
19 revisions
camera = PM.newCamera( w,h, x,y, r, zoom, fov, offset )
Returns a Camera object, which is used to store data for the library's main drawing functions.
Type | Argument | Description |
---|---|---|
number | width | The width of the view window (in pixels) that it will render at. |
number | height | The height of the view window (in pixels) that it will render at. |
number | x | The x position of the camera, in texture coordinates. |
number | y | The y position of the camera, in texture coordinates. |
number | r | The rotation of the camera (in radians) |
number | zoom | How many world pixels wide your window will render. |
number | fov | The camera's relative y-scale, it stretches based on the percentage. (e.g. 2.0 is twice as far, 0.5 is half.) |
number | offset | The camera's origin offset, it changes where the center is rendered. (0.5 is the middle of the view port, 2.0 is twice below.) |
camera = PM.drawPlane( camera, image, ox,oy, sx,sy, wrap)
Draws a Mode7 style plane with the camera object. Planes are very expensive, so it is recommended that you use only a couple at a time.
Type | Argument | Description |
---|---|---|
Camera | camera | The camera to use. |
Drawable | image | The image to use. |
number | ox | X offset of the plane (in world pixels) |
number | oy | Y offset of the plane (in world pixels) |
number | sx | The X-Scale that the plane will draw with. Default is 1. |
number | sy | The Y-Scale that the plane will draw with. Default is 1. |
boolean | wrap | If on, the plane will wrap and draw indefinitely. It is off by default. |
camera = PM.placeSprite( camera, image, quad, x,y, r, sx,sy, ...)
Buffers a sprite to draw.
Type | Argument | Description |
---|---|---|
Camera | camera | The camera to buffer. |
Drawable | image | The image to use. |
Quad | quad | A quad to use with the image. |
number | x | X position of the sprite in the world. |
number | y | Y position of the sprite in the world. |
number | r | The rotation of the sprite. |
number | sx | The width of the sprite (In world pixels) |
number | sy | The height of the sprite (In world pixels) |
... | ... | The rest is the same as love.graphics.draw |
camera = PM.renderSprites(camera)
Draws all the sprites in the camera's buffer in proper order. It will also clear the buffer after it is done.
Type | Argument | Description |
---|---|---|
Camera | camera | The camera's buffer to render. |
PM.toScreen(cam,x,y)
Translates world coordinates to screen coordinates.
Type | Argument | Description |
---|---|---|
Camera | camera | The camera settings to use. |
number | x | The world x coordinate. |
number | y | The world y coordinate. |
PM.toWorld(cam,x,y)
Translates screen coordinates to world coordinates. Good for mouse gameplay.
Type | Argument | Description |
---|---|---|
Camera | camera | The camera settings to use. |
number | x | The screen x coordinate. |
number | y | The screen y coordinate. |