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SpriteBatch:set
| Available since LÖVE 0.8.0 |
| This method is not supported in earlier versions. |
Changes a sprite in the batch. This requires the identifier returned by add and addq.
Function
Synopsis
Arguments
number id- The identifier of the sprite that will be changed.
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)- Shear factor (x-axis).
number ky (0)- Shear factor (y-axis).
Returns
Nothing.
Function
| Available since LÖVE 0.9.0 |
| This variant has replaced SpriteBatch:setq. |
Changes a sprite with a Quad in the batch. This requires the identifier returned by SpriteBatch:add.
Synopsis
Arguments
number id- The identifier of the sprite that will be changed.
Quad quad- The Quad used on the image of the batch.
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)- Shear factor (x-axis).
number ky (0)- Shear factor (y-axis).
Returns
Nothing.
Notes
SpriteBatches do not support removing individual sprites. One can do a pseudo removal (instead of clearing and re-adding everything) by:
This makes all the sprite's vertices equal (because the x and y scales are 0), which prevents the GPU from fully processing the sprite when drawing the SpriteBatch.
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