Question: How do I implement screen scaling in Love2D using the push library?
Answer
push
is a simple library that allows for resolution-independent rendering in LÖVE games, also known as letterboxing. This can be very useful when you want your game to run at a fixed resolution regardless of the window size.
Here's how you can use the push
library:
-
Download the push library: First, get the
push.lua
file from its GitHub repository or another source. -
Include push in your project: Place the
push.lua
file in your project directory and require it in yourmain.lua
.
local push = require 'push'
- Initialize push: In your
love.load()
function, initialize push with your desired game resolution.
function love.load() local gameWidth, gameHeight = 800, 600 -- fixed game resolution local windowWidth, windowHeight = love.window.getDesktopDimensions() push:setupScreen(gameWidth, gameHeight, windowWidth, windowHeight, {fullscreen = false, resizable = true, pixelperfect = true}) end
- Use push functions for drawing: Instead of using the regular LÖVE
love.graphics
calls for drawing on the screen, usepush:start()
andpush:finish()
before and after your drawing code.
function love.draw() push:start() -- Your drawing logic here. push:finish() end
- Resizing: Handle the window resizing by implementing the
love.resize(w, h)
callback and callingpush:resize(w, h)
within it to adjust the game's viewport correctly.
function love.resize(w, h) push:resize(w, h) end
By following these steps, you'll have a basic setup that uses the push
library to manage different screen resolutions and maintain consistent scaling and aspect ratio for your LÖVE games.
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