LoveFrames and scaling

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Joined: Sat Jan 16, 2021 11:14 am

LoveFrames and scaling

Post by fatimahauck » Sat Jan 16, 2021 11:43 am

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?

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Re: LoveFrames and scaling

Post by 4vZEROv » Sun Jan 17, 2021 12:07 pm

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 =
ui_canvas      =

function love.draw()
		-- draw game
		-- draw ui, 0, 0, _, scale)

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