Image problems
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Re: Image problems
Well, that's not too easy. I suggest you take a look at a skeletal animation library, like this one: https://love2d.org/forums/viewtopic.php?f=5&t=79607
- Gunroar:Cannon()
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Re: Image problems
Oh, I checked and yours worked perfect but I need a way to do it without adding the origin (7th and 8th) arguments to draw for body/image2.
Also, I only need minimal stuff. So really it's not that skeletal of an animation.
Also, I only need minimal stuff. So really it's not that skeletal of an animation.
Re: Image problems
Then draw the hands by calculating the hook point manually.
Code: Select all
local body = love.graphics.newImage('0.png')
local hands = love.graphics.newImage('hands.png')
local nose = love.graphics.newImage('moleMask.png')
local a
love.mouse.setPosition(0, 0)
love.mouse.setPosition(400, 300)
function love.update(dt)
local mx, my = love.mouse.getPosition()
a = math.atan2(my - (100+body:getHeight()/2), mx - (100+body:getWidth()/2))
end
function love.draw()
local bright = 0.8
love.graphics.setColor(1*bright, 0.5*bright, 0.25*bright)
love.graphics.draw(body, 100, 100, 0, 1, 1, 0, 0)
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.draw(nose, 100-160/2, 100-256/2, 0, 1, 1, 0, 0)
-- Add the centre of the body image to the hands
love.graphics.draw(hands, 100+body:getWidth()/2, 100+body:getHeight()/2,
a, 1, 1, hands:getWidth()/2, hands:getHeight()/2)
love.graphics.setBlendMode("alpha", "alphamultiply")
love.graphics.setColor(1, 1, 1)
end
function love.keypressed(k) return k == "escape" and love.event.quit() end
- Gunroar:Cannon()
- Party member
- Posts: 1088
- Joined: Thu Dec 10, 2020 1:57 am
Re: Image problems
Thanks!
Also
Just wondering why you use "bright" at the beginning of love.draw?
edit: oh, dumb me, that's to make it brown.
Also wondering whether you think the images together ressembles some kind of mole
Also
??Anything bad with "easy method". Does it reduce quality or slow down game?
Just wondering why you use "bright" at the beginning of love.draw?
edit: oh, dumb me, that's to make it brown.
Also wondering whether you think the images together ressembles some kind of mole
Re: Image problems
The nearest filter makes the rendering pixellated. For some that's a desirable property; it depends on your game. Generally I don't give artistic advice, so I can't tell whether it looks good or not in your case; try nearest and premultiplied alpha and see which one you like best. For the same reason I defer the second question to someone else.
- Gunroar:Cannon()
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Re: Image problems
Hmmm...okay. I see
Thanks! The thing works, though I just need to scale multiply the added width/height by the scale (if it's not 1).
Thanks! The thing works, though I just need to scale multiply the added width/height by the scale (if it's not 1).
Code: Select all
local source = game:getAsset(self.source)
vw = source:getWidth()/2
vh = source:getHeight()/2
local vww = self.parent.spriteImage:getWidth()/2 *self._w
local vhh = self.parent.spriteImage:getHeight()/2 *self._h
love.graphics.draw(source,self.x+vhh,self.y+vww,(angle or 0),self._w*flX,self._h,vw,vh)
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