Rotatesprite: Difference between revisions

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'''rotatesprite''' <[[x]]> <[[y]]> <[[z]]> <[[ang]]> <[[picnum|tilenum]]> <[[shade]]> <[[pal]]> <[[orientation]]> <x1> <y1> <x2> <y2>
'''rotatesprite''' <[[x]]> <[[y]]> <[[z]]> <[[ang]]> <[[picnum|tilenum]]> <[[shade]]> <[[pal]]> <[[orientation]]> <x1> <y1> <x2> <y2><br>
'''rotatespritea''' <[[x]]> <[[y]]> <[[z]]> <[[ang]]> <[[picnum|tilenum]]> <[[shade]]> <[[pal]]> <[[orientation]]> <[[alpha]]> <x1> <y1> <x2> <y2>


'''rotatesprite''' displays tiles onscreen. This command is only allowed during certain events.
'''rotatesprite''' displays tiles onscreen. This command is only allowed during certain events.
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<[[orientation]]> translucency, masking, etc...
<[[orientation]]> translucency, masking, etc...
<[[alpha]]> translucence, 0-255


<x1>, <y1>, <x2>, and <y2> are boundaries on the screen that define where the tile may be drawn.  If you want to draw a menu, use orientation bit 8, and the boundaries,  <code>0 0 [[xdim]] [[ydim]]</code>.  If you want to draw a weapon, do not use bit 8 and use boundaries <code>[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]</code>.  The difference is that xdim and ydim stay constant, while the other four shrink depending on the player's [[screen_size|screen size]].
<x1>, <y1>, <x2>, and <y2> are boundaries on the screen that define where the tile may be drawn.  If you want to draw a menu, use orientation bit 8, and the boundaries,  <code>0 0 [[xdim]] [[ydim]]</code>.  If you want to draw a weapon, do not use bit 8 and use boundaries <code>[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]</code>.  The difference is that xdim and ydim stay constant, while the other four shrink depending on the player's [[screen_size|screen size]].

Revision as of 02:38, 3 June 2013

rotatesprite <x> <y> <z> <ang> <tilenum> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
rotatespritea <x> <y> <z> <ang> <tilenum> <shade> <pal> <orientation> <alpha> <x1> <y1> <x2> <y2>

rotatesprite displays tiles onscreen. This command is only allowed during certain events.

<x> X coordinate, ranged 0-320

<y> Y coordinate, ranged 0-200

<z> is the zoom. Normal zoom is 65536. (ex: 131072 is zoomed in 2X and 32768 is zoomed out 2X)

<ang> is the angle (0 is normal).

<tilenum> is the tile number.

<shade> is 0 normally but can be any standard shade up to 31 or 63.

<pal> can be from 0-255.

<orientation> translucency, masking, etc...

<alpha> translucence, 0-255

<x1>, <y1>, <x2>, and <y2> are boundaries on the screen that define where the tile may be drawn. If you want to draw a menu, use orientation bit 8, and the boundaries, 0 0 xdim ydim. If you want to draw a weapon, do not use bit 8 and use boundaries windowx1 windowy1 windowx2 windowy2. The difference is that xdim and ydim stay constant, while the other four shrink depending on the player's screen size.


setvar x 164
setvar y 176
setvar z 65536
setvar ang 0
setvar tilenum RPGGUN
setvar shade 0
setvar pal 0
setvar orientation 0
rotatesprite x y z ang tilenum shade pal orientation windowx1 windowy1 windowx2 windowy2

Note: This command is similar to the deprecated myospal and myospalx commands, but with much more control.