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
SpriteBatch:set( id, x, y, r, sx, sy, ox, oy, kx, ky )
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
SpriteBatch:set( id, quad, x, y, r, sx, sy, ox, oy, kx, ky )
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:
SpriteBatch:set(id, 0, 0, 0, 0, 0)
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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