Rotatesprite: Difference between revisions
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<[[alpha]]> translucence, 0-255 | <[[alpha]]> translucence, 0-255 | ||
<x1>, <y1>, <x2>, and <y2> are boundaries on the screen that define where the tile may be drawn. | <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]]-1 [[ydim]]-1</code> as shown in example #2. If you want to draw a weapon, do not use bit 8 and use boundaries <code>[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]</code>, as shown in example #1. The difference is that xdim and ydim stay constant, while the other four shrink depending on the player's [[screen_size|screen size]]. | ||
setvar x 164 | setvar x 164 | ||
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setvar orientation 0 | setvar orientation 0 | ||
'''rotatesprite''' x y z ang tilenum shade pal orientation windowx1 windowy1 windowx2 windowy2 | '''rotatesprite''' x y z ang tilenum shade pal orientation windowx1 windowy1 windowx2 windowy2 | ||
This example displays the loading screen with 90% translucence as a kind of "Please Wait" sign: | |||
setvarvar xdimminus xdim | |||
subvar xdimminus 1 | |||
setvarvar ydimminus ydim | |||
subvar ydimminus 1 | |||
'''rotatespritea''' 160 100 65536 0 LOADSCREEN 0 0 8 230 0 0 xdimminus ydimminus | |||
Note: This command is similar to the deprecated [[myospal]] and [[myospalx]] commands, but with much more control. | Note: This command is similar to the deprecated [[myospal]] and [[myospalx]] commands, but with much more control. |
Revision as of 01:43, 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-1 ydim-1
as shown in example #2. If you want to draw a weapon, do not use bit 8 and use boundaries windowx1 windowy1 windowx2 windowy2
, as shown in example #1. 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
This example displays the loading screen with 90% translucence as a kind of "Please Wait" sign:
setvarvar xdimminus xdim subvar xdimminus 1 setvarvar ydimminus ydim subvar ydimminus 1 rotatespritea 160 100 65536 0 LOADSCREEN 0 0 8 230 0 0 xdimminus ydimminus
Note: This command is similar to the deprecated myospal and myospalx commands, but with much more control.