I'm doing a pixel styled game with 320 x 180 resolution. I draw all my stuff on a canvas, then scale it up to the users resolution like 1920 x 1080. Workes very well, but I want to add UI using LoveFrames now.
Of cause when scaling up the mouse position isn't correct anymore. I figured out some problems can be fixed by add the scale to the LoveFrames.BoundingBox function. But there are still a lot af issues using the ColumnList, textinput and so on.
Seems like love doesn't have some kind of virtual resolution like BlitzMax/Monkey2 has. That would be the deal!
Does someone got an good idea for a good workaround?
LoveFrames and scaling
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Re: LoveFrames and scaling
Use 2 canvas, one where you draw you game that will be upscaled and one where you draw you UI stuff that will stay the same.
Code: Select all
game_canvas = love.graphics.newCanvas()
ui_canvas = love.graphics.newCanvas()
function love.draw()
love.graphics.setCanvas(game_canvas)
-- draw game
love.graphics.setCavas(ui_canvas)
-- draw ui
love.graphics.draw(game_canvas, 0, 0, _, scale)
love.graphics.draw(ui_canvas)
end
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