Difference between revisions of "love.graphics.draw"

m
m (Default sy is really sx (see https://github.com/love2d/love/blob/main/src/modules/graphics/wrap_SpriteBatch.h#L46), and there really was drawq functions (love.graphics.drawq))
 
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Draws a [[Drawable]] object (an [[Image]], [[Canvas]], [[SpriteBatch]] or [[ParticleSystem]]) on the screen with optional rotation, scaling and shearing.
+
Draws a [[Drawable]] object (an [[Image]], [[Canvas]], [[SpriteBatch]], [[ParticleSystem]], [[Mesh]], [[Text]] object, or [[Video]]) on the screen with optional rotation, scaling and shearing.
  
Objects are drawn relative to their local coordinate system. The origin is by default located at the top left corner of [[Image]] and [[Canvas]]. All scaling, shearing, and rotation arguments transform the object relative to that point. Also, the position of the origin can be specified on the screen coordinate system.
+
Objects are drawn relative to their local coordinate system. The origin is by default located at the top left corner of [[Image]] and [[Canvas]] objects. All scaling, shearing, and rotation arguments transform the object relative to that point.
  
It's possible to rotate an object about its center by offsetting the origin to the center. Angles must be given in radians for rotation. One can also use a negative scaling factor to flip about its centerline.  
+
It's possible to rotate an object about, for example, its center by offsetting the origin to the center. Angles must be given in radians for rotation. One can also use negative scaling factors to flip the object about its origin.
  
Note that the offsets are applied before rotation, scaling, or shearing.
+
Note that the offsets are applied before rotation, scaling, or shearing; scaling and shearing are applied before rotation.
  
 
The right and bottom edges of the object are shifted at an angle defined by the shearing factors.
 
The right and bottom edges of the object are shifted at an angle defined by the shearing factors.
 +
 +
When using the default shader anything drawn with this function will be tinted according to the currently selected color. Set it to pure white to preserve the object's original colors.
 +
 
== Function ==
 
== Function ==
 
=== Synopsis ===
 
=== Synopsis ===
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=== Returns ===
 
=== Returns ===
 
Nothing.
 
Nothing.
 +
 +
== Function ==
 +
{{newin|[[0.9.0]]|090|type=variant|text=It has replaced [[love.graphics.drawq]]}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( texture, quad, x, y, r, sx, sy, ox, oy, kx, ky )
 +
</source>
 +
=== Arguments ===
 +
{{param|Texture|texture|A [[Texture]] ([[Image]] or [[Canvas]]) to texture the [[Quad]] with.}}
 +
{{param|Quad|quad|The Quad to draw on screen.}}
 +
{{param|number|x|The position to draw the object (x-axis).}}
 +
{{param|number|y|The position to draw the object (y-axis).}}
 +
{{param|number|r (0)|Orientation (radians).}}
 +
{{param|number|sx (1)|Scale factor (x-axis).}}
 +
{{param|number|sy (sx)|Scale factor (y-axis).}}
 +
{{param|number|ox (0)|Origin offset (x-axis).}}
 +
{{param|number|oy (0)|Origin offset (y-axis).}}
 +
{{param|number|kx (0)|Shearing factor (x-axis).}}
 +
{{param|number|ky (0)|Shearing factor (y-axis).}}
 +
=== Returns ===
 +
Nothing.
 +
 +
== Function ==
 +
{{newin|[[11.0]]|110|type=variant}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( drawable, transform )
 +
</source>
 +
=== Arguments ===
 +
{{param|Drawable|drawable|A drawable object.}}
 +
{{param|Transform|transform|Transformation object.}}
 +
=== Returns ===
 +
Nothing.
 +
 +
== Function ==
 +
{{newin|[[11.0]]|110|type=variant}}
 +
=== Synopsis ===
 +
<source lang="lua">
 +
love.graphics.draw( texture, quad, transform )
 +
</source>
 +
=== Arguments ===
 +
{{param|Texture|texture|A [[Texture]] ([[Image]] or [[Canvas]]) to texture the [[Quad]] with.}}
 +
{{param|Quad|quad|The Quad to draw on screen.}}
 +
{{param|Transform|transform|Transformation object.}}
 +
=== Returns ===
 +
Nothing.
 +
 
== Examples ==
 
== Examples ==
=== Draw an image (the [https://love2d.org/w/images/c/c3/Resource-HamsterBall.png Hamster Ball]) at 100 by 100 pixels ===
+
=== Draw an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) at 100 by 100 pixels ===
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
  hamster = love.graphics.newImage("hamster.png")
+
hamster = love.graphics.newImage("hamster.png")
 
end
 
end
 
function love.draw()
 
function love.draw()
  love.graphics.draw(hamster, 100, 100)
+
love.graphics.draw(hamster, 100,100)
 
end
 
end
 
</source>
 
</source>
=== Draw an image (the [https://love2d.org/w/images/c/c3/Resource-HamsterBall.png Hamster Ball]) from the center at 100 by 100 pixels, rotated by 90 degrees ===
+
=== Draw an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) from the center at 100 by 100 pixels, rotating over time ===
 
<source lang="lua">
 
<source lang="lua">
 
function love.load()
 
function love.load()
  hamster = love.graphics.newImage("hamster.png")
+
hamster = love.graphics.newImage("hamster.png")
  width = hamster:getWidth()
 
  height = hamster:getHeight()
 
 
end
 
end
 
function love.draw()
 
function love.draw()
  love.graphics.draw(hamster, 100, 100, math.rad(90), 1, 1, width / 2, height / 2)
+
local width  = hamster:getWidth()
 +
local height = hamster:getHeight()
 +
local angle  = love.timer.getTime() * 2*math.pi / 2.5 -- Rotate one turn per 2.5 seconds.
 +
love.graphics.draw(hamster, 100,100, angle, 1,1, width/2, height/2)
 +
end
 +
</source>
 +
----
 +
{{newin|[[0.9.0]]|090|type=functionality}}
 +
=== Draw the top half of an image (the [[:File:Resource-HamsterBall.png|Hamster Ball]]) at 100 by 100 pixels. ===
 +
<source lang="lua">
 +
function love.load()
 +
hamster      = love.graphics.newImage("hamster.png")
 +
local width  = hamster:getWidth()
 +
local height = hamster:getHeight()
 +
quad        = love.graphics.newQuad(0,0, width,height/2, width,height)
 +
end
 +
function love.draw()
 +
love.graphics.draw(hamster,quad, 100,100)
 +
end
 +
</source>
 +
 
 +
 
 +
=== Draw the flying [[:File:rocket.png|rocket]] directed to the mouse pointer ===
 +
<source lang="lua">
 +
function love.load()
 +
local image = love.graphics.newImage ('rocket.png')
 +
Rocket ={x=200,y=200,angle=0,image=image,ox=image:getWidth()/2,oy=image:getHeight()/2}
 +
end
 +
function love.update(dt)
 +
local mx, my = love.mouse.getPosition()
 +
local dx, dy = mx-Rocket.x, my-Rocket.y
 +
Rocket.angle = math.atan2 (dy, dx)
 +
Rocket.x = Rocket.x + dt*dx
 +
Rocket.y = Rocket.y + dt*dy
 +
end
 +
function love.draw()
 +
love.graphics.draw (Rocket.image, Rocket.x, Rocket.y, Rocket.angle, 1, 1, Rocket.ox, Rocket.oy)
 
end
 
end
 
</source>
 
</source>
  
 
== See Also ==
 
== See Also ==
 +
* [[love.graphics.drawInstanced]]
 +
* [[love.graphics.drawLayer]]
 
* [[parent::love.graphics]]
 
* [[parent::love.graphics]]
 
[[Category:Functions]]
 
[[Category:Functions]]
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{{#set:Description=Draws objects on screen.}}
 
{{#set:Description=Draws objects on screen.}}
 
{{#set:Since=000}}
 
{{#set:Since=000}}
 +
 
== Other Languages ==
 
== Other Languages ==
 
{{i18n|love.graphics.draw}}
 
{{i18n|love.graphics.draw}}

Latest revision as of 07:40, 7 October 2023

Draws a Drawable object (an Image, Canvas, SpriteBatch, ParticleSystem, Mesh, Text object, or Video) on the screen with optional rotation, scaling and shearing.

Objects are drawn relative to their local coordinate system. The origin is by default located at the top left corner of Image and Canvas objects. All scaling, shearing, and rotation arguments transform the object relative to that point.

It's possible to rotate an object about, for example, its center by offsetting the origin to the center. Angles must be given in radians for rotation. One can also use negative scaling factors to flip the object about its origin.

Note that the offsets are applied before rotation, scaling, or shearing; scaling and shearing are applied before rotation.

The right and bottom edges of the object are shifted at an angle defined by the shearing factors.

When using the default shader anything drawn with this function will be tinted according to the currently selected color. Set it to pure white to preserve the object's original colors.

Function

Synopsis

love.graphics.draw( drawable, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

Drawable drawable
A drawable object.
number x (0)
The position to draw the object (x-axis).
number y (0)
The position to draw the object (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).
Available since LÖVE 0.8.0
number kx (0)
Shearing factor (x-axis).
number ky (0)
Shearing factor (y-axis).

Returns

Nothing.

Function

Available since LÖVE 0.9.0
It has replaced love.graphics.drawq.

Synopsis

love.graphics.draw( texture, quad, x, y, r, sx, sy, ox, oy, kx, ky )

Arguments

Texture texture
A Texture (Image or Canvas) to texture the Quad with.
Quad quad
The Quad to draw on screen.
number x
The position to draw the object (x-axis).
number y
The position to draw the object (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

Nothing.

Function

Available since LÖVE 11.0
This variant is not supported in earlier versions.

Synopsis

love.graphics.draw( drawable, transform )

Arguments

Drawable drawable
A drawable object.
Transform transform
Transformation object.

Returns

Nothing.

Function

Available since LÖVE 11.0
This variant is not supported in earlier versions.

Synopsis

love.graphics.draw( texture, quad, transform )

Arguments

Texture texture
A Texture (Image or Canvas) to texture the Quad with.
Quad quad
The Quad to draw on screen.
Transform transform
Transformation object.

Returns

Nothing.

Examples

Draw an image (the Hamster Ball) at 100 by 100 pixels

function love.load()
	hamster = love.graphics.newImage("hamster.png")
end
function love.draw()
	love.graphics.draw(hamster, 100,100)
end

Draw an image (the Hamster Ball) from the center at 100 by 100 pixels, rotating over time

function love.load()
	hamster = love.graphics.newImage("hamster.png")
end
function love.draw()
	local width  = hamster:getWidth()
	local height = hamster:getHeight()
	local angle  = love.timer.getTime() * 2*math.pi / 2.5 -- Rotate one turn per 2.5 seconds.
	love.graphics.draw(hamster, 100,100, angle, 1,1, width/2, height/2)
end

Available since LÖVE 0.9.0
This functionality is not supported in earlier versions.

Draw the top half of an image (the Hamster Ball) at 100 by 100 pixels.

function love.load()
	hamster      = love.graphics.newImage("hamster.png")
	local width  = hamster:getWidth()
	local height = hamster:getHeight()
	quad         = love.graphics.newQuad(0,0, width,height/2, width,height)
end
function love.draw()
	love.graphics.draw(hamster,quad, 100,100)
end


Draw the flying rocket directed to the mouse pointer

function love.load()
	local image = love.graphics.newImage ('rocket.png')
	Rocket ={x=200,y=200,angle=0,image=image,ox=image:getWidth()/2,oy=image:getHeight()/2}
end
function love.update(dt)
	local mx, my = love.mouse.getPosition()
	local dx, dy = mx-Rocket.x, my-Rocket.y
	Rocket.angle = math.atan2 (dy, dx)
	Rocket.x = Rocket.x + dt*dx
	Rocket.y = Rocket.y + dt*dy
end
function love.draw()
	love.graphics.draw (Rocket.image, Rocket.x, Rocket.y, Rocket.angle, 1, 1, Rocket.ox, Rocket.oy)
end

See Also



Other Languages