Template:Orientation

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orientation is a parameter used in several of the screen drawing commands, including digitalnumber and rotatesprite

orientation is a bitfield, the flags of which determine how a sprite is drawn. Here are the known bits and what they do. There may be others:

1 - translucency level one (66% opacity).

2 - scaling on 320-200 coordinates. It's considered internal in the case of CON commands because the CON interface automatically sets it when you use functions calling rotatesprite (as well as various text functions).

4 - used to invert Y coordinates. Combine this bit with an angle of 1024 (using rotatesprite) and the tile will appear to have inverted X coordinates. If you want inversion for both the X and Y coordinates, simply set the angle (again, with rotatesprite) to 1024 and do not use this bit.

8 - clips the sprite you're drawing to startumost/startdmost.

16 - forces the center of the sprite you're drawing to its top-left if set. If not, its center as set in editart will be drawn at the specified coordinates.

32 - is translucency level two (33% opacity). It won't work if 1 is not set.

64 - forces masking off if set. It discards translucency too.

128 - "permanent" tile, probably of no use to CON programmers

256 - Align to the left (GL widescreen support)

512 - Align to the right (GL widescreen support)

'1024' - Stretch to screen resolution (distorts aspect ratio; this is the behavior of rotatesprite prior to widescreen awareness)

As with cstat, the bit values can be added together and used in combination. For example, orientation 33 (32+1) is transparency level two, and orientation 5 (4+1) is transparency level one with inverted Y coordinates.