SpriteBatch:lock

SpriteBatch:lock This has been changed to SpriteBatch:bind

SpriteBatch:getTexture

SpriteBatch:getTexture Available since LÖVE 0.9.1 This function is not supported in earlier versions. Gets the texture (Image or Canvas) used by the SpriteBatch. Function Synopsis texture = SpriteBatch:getTexture( ) Arguments None. Returns Texture texture The Image or Canvas used by the SpriteBatch. See Also SpriteBatch SpriteBatch:setTexture

SpriteBatch:getImage

SpriteBatch:getImage Available since LÖVE 0.8.0 This method is not supported in earlier versions. Removed in LÖVE 0.10.0 Use SpriteBatch:getTexture instead. Returns the image used by the SpriteBatch. Function Synopsis image = SpriteBatch:getImage( ) Arguments None Returns Image image The image for the sprites. See Also SpriteBatch SpriteBatch:setImage

SpriteBatch:getCount

SpriteBatch:getCount Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the number of sprites currently in the SpriteBatch. Function Synopsis count = SpriteBatch:getCount( ) Arguments None. Returns number count The number of sprites currently in the batch. See Also SpriteBatch SpriteBatch:getBufferSize

SpriteBatch:getColor

SpriteBatch:getColor Available since LÖVE 0.9.0 This method is not supported in earlier versions. Gets the color that will be used for the next add and set operations. If no color has been set with SpriteBatch:setColor or the current SpriteBatch color has been cleared, this method will return nil. Function Synopsis r, g, b, a = SpriteBatch:getColor( ) Arguments None. Returns number r The red component (0-255). number g The green component (0-255). number b The blue component (0-255).

SpriteBatch:getBufferSize

SpriteBatch:getBufferSize Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the maximum number of sprites the SpriteBatch can hold. Function Synopsis size = SpriteBatch:getBufferSize( ) Arguments None. Returns number size The maximum number of sprites the batch can hold. See Also SpriteBatch SpriteBatch:setBufferSize SpriteBatch:getCount

SpriteBatch:flush

SpriteBatch:flush Available since LÖVE 0.9.2 This function is not supported in earlier versions. Immediately sends all new and modified sprite data in the batch to the graphics card. Normally it isn't necessary to call this method as love.graphics.draw(spritebatch, ...) will do it automatically if needed, but explicitly using SpriteBatch:flush gives more control over when the work happens. If this method is used, it generally shouldn't be called more than once (at most) between love.graph

SpriteBatch:clear

SpriteBatch:clear Removes all sprites from the buffer. Function Synopsis SpriteBatch:clear( ) Arguments None. Returns Nothing. See Also SpriteBatch

SpriteBatch:bind

SpriteBatch:bind Available since LÖVE 0.8.0 It has been renamed from SpriteBatch:lock. Removed in LÖVE 0.10.0 It happens automatically since version 0.9.2. Use SpriteBatch:flush if absolutely necessary. Binds the SpriteBatch to memory for more efficient updating. Binding a SpriteBatch before updating its content can improve the performance as it doesn't push each update to the graphics card separately. Don't forget to unbind the SpriteBatch or the updates won't show up. Function Syno

SpriteBatch:attachAttribute

SpriteBatch:attachAttribute Available since LÖVE 0.10.0 This function is not supported in earlier versions. Attaches a per-vertex attribute from a Mesh onto this SpriteBatch, for use when drawing. This can be combined with a Shader to augment a SpriteBatch with per-vertex or additional per-sprite information instead of just having per-sprite colors. Each sprite in a SpriteBatch has 4 vertices in the following order: top-left, bottom-left, top-right, bottom-right. The index returned by Spri