Getting Started with Lua + LÖVE: Part 4

Series:

Using Images

Like the existing use of the physics body (created in love.load) and the drawing (in love.draw) added in the last part, images are also broken up into the same parts: the first, initial load and the later drawing call as part of a larger loop.

Similar to the move away from a player.x and player.y through using the physics body as the base measurement for movement and drawing, the introduction of an image allows for removing the player.width and player.height key-value pairs. Instead of hard-coding those measurements, the width and height of the physics body will be dictated by the width and height of the image itself.

The updated player section would now look like the following:

GitHub Gist:

Create a player table
player = {}
Add an image from the filename "player.png"
player.image = love.graphics.newImage( "player.png" )
Create a new physics body in the world and make it "dynamic"
The new coordinates will be where the 'body' is going forward.
Anytime (like for drawing) the x,y is needed, use getX() and getY()
player.body = love.physics.newBody( world, 100, 100, "dynamic" )
Make a rectangle shape with:
Starting at 100, 100 (player.body:getX() and player.body:getY() )
a width of player.image:getWidth()
a height of player.image.getHeight()
player.shape = love.physics.newRectangleShape(
player.body:getX(),
player.body:getY(),
player.image:getWidth(),
player.image:getHeight()
)
Attach the shape to the body
player.fixture = love.physics.newFixture(player.body, player.shape, 1);

view raw
player.lua
hosted with ❤ by GitHub

Pre-formatted:

  player = {}
  player.image = love.graphics.newImage( "player.png" )
  
  player.body = love.physics.newBody( world, 100, 100, "dynamic" )
  
  player.shape = love.physics.newRectangleShape(
    player.body:getX(),
    player.body:getY(),
    player.image:getWidth(),
    player.image:getHeight()
  ) 
  player.fixture = love.physics.newFixture(player.body, player.shape, 1);

Now, the physics shape is based on the image itself. By changing it, all other measurements adjust accordingly.

Of course, like with the move into using a physics body, the drawing calls needs to also change. However, instead of using love.graphics.rectangle, this time the function used will be love.graphics.draw.

GitHub Gist:

function love.draw()
Draw the player.image texture at the coordinates of getX() and getY()
love.graphics.draw(player.image, player.body:getX(), player.body:getY() )
end

view raw
draw.lua
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Pre-formatted:

function love.draw()
  
  love.graphics.draw(player.image, player.body:getX(), player.body:getY() )
  
end

Updated “main.lua” Example:

GitHub Gist:

function love.load()
A meter will be 64px
love.physics.setMeter(64)
Set the X gravity, Y gravity, and if objects can sleep
world = love.physics.newWorld( 0, 0, true )
Create a player table
player = {}
Add an image from the filename "player.png"
player.image = love.graphics.newImage( "player.png" )
Create a new physics body in the world and make it "dynamic"
The new coordinates will be where the 'body' is going forward.
Any time (like for drawing) the x,y is neededm use getX() and getY()
player.body = love.physics.newBody( world, 100, 100, "dynamic" )
Make a rectangle shape with:
Starting at 100, 100 (player.body:getX() and player.body:getY() )
a width of player.image:getWidth()
a height of player.image.getHeight()
player.shape = love.physics.newRectangleShape(
player.body:getX(),
player.body:getY(),
player.image:getWidth( ),
player.image:getHeight( )
)
Attach the shape to the body
player.fixture = love.physics.newFixture(player.body, player.shape, 1);
end
function love.update(dt)
Feed the world the current delta time (dt)
world:update(dt)
if love.keyboard.isDown("up") then
player.body:applyForce(0, 40)
end
if love.keyboard.isDown("down") then
player.body:applyForce(0, 40)
end
if love.keyboard.isDown("left") then
player.body:applyForce(40, 0)
end
if love.keyboard.isDown("right") then
player.body:applyForce(40, 0)
end
end
function love.draw()
Draw the player.image texture at the coordinates of getX() and getY()
love.graphics.draw(player.image, player.body:getX(), player.body:getY() )
end

view raw
main.lua
hosted with ❤ by GitHub

Pre-formatted:

function love.load()
  
  love.physics.setMeter(64) 
  
  world = love.physics.newWorld( 0, 0, true )
  
  player = {}
  
  player.image = love.graphics.newImage( "player.png" )
  
  player.body = love.physics.newBody( world, 100, 100, "dynamic" )
  
  player.shape = love.physics.newRectangleShape(
    player.body:getX(),
    player.body:getY(),
    player.image:getWidth(),
    player.image:getHeight()
  ) 
  
  player.fixture = love.physics.newFixture(player.body, player.shape, 1);
  
end

function love.update(dt)
  
  world:update(dt)
  
  if love.keyboard.isDown("up") then
    player.body:applyForce(0, -40)
  end
  
  if love.keyboard.isDown("down") then
    player.body:applyForce(0, 40)
  end
  
  if love.keyboard.isDown("left") then
    player.body:applyForce(-40, 0)
  end
  
  if love.keyboard.isDown("right") then
    player.body:applyForce(40, 0)
  end
  
end

function love.draw()
  
  love.graphics.draw(player.image, player.body:getX(), player.body:getY() )
  
end

Image (player.png):

player