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currently still assumes 71x95 aspect ratio for the canvas
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i'm gonna mark this as ready for review now, so that i can get some feedback/help coming up with util functions/notes on documentation/should i move this to a different file???/etc |
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Been a while since anyone's had eyes on this! I'd appreciate even a confirmation that this won't be merged, so I know I can take the code and just reimplement it into a separate mod for my own purposes. |
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It's definitely on the list of things I'll look at, just been busy recently so not had chance to review any larger scale PRs |
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no worries, i appreciate the update! |
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glancing at this again, I was thinking about integrating this with |
This is the beginnings of a new feature that, among other possibilities, allows for text that changes mid-game to be drawn as if it was printed on a card. Really, this is far more broad than that, and you can render anything to the canvas if you'd like.
My usage so far has entailed treating it like a shared sprite (similar to how seal sprites behave) and directly rendering to the canvas with
love.graphicscalls, but ideally this feature would come with some utility functions to handle the rendering for the user. That said, I'm a little stupid so I'm going to push this as a draft PR now and shamelessly let other people suggest how the utility functions should work :3 It also probably needs tweaking/adjustments/etc but I'd rather get it out now so I'm not flailing around in the darkDemonstration, using my dice mod (the timing is wrong but the demonstration still works):
https://github.com/user-attachments/assets/1c4d4ab8-5936-488d-8d1b-b84a5139b15a
An example of how to use the CanvasSprite is in the dev branch of the aforementioned dice mod, primarily in the DrawStep in the main HighRoller.lua file (the CanvasSprites are created in the
injectfunction that each die object has)Additional Info: