Rotatesprite: Difference between revisions

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<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, you may use orientation bit '''8''', and for coordinates '''0 0 xdim ydim'''. This would give you total control of it. If you want to draw a weapon in EVENT_DISPLAYWEAPON, you may NOT use bit '''8''' and use coordinates '''[[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]''' which may turn it to automatically suit the size of the screen, etc.


Example code:
Example code:

Revision as of 05:34, 29 September 2008

rotatesprite <x> <y> <z> <a> <tilenum> <shade> <pal> <orientation> <x1> <x2> <y1> <y2>

Displays tiles onscreen.

<x> and <y> are on-screen coordinates.

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

<a> is the angle (0 is straight up).

<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...

<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, you may use orientation bit 8, and for coordinates 0 0 xdim ydim. This would give you total control of it. If you want to draw a weapon in EVENT_DISPLAYWEAPON, you may NOT use bit 8 and use coordinates windowx1 windowy1 windowx2 windowy2 which may turn it to automatically suit the size of the screen, etc.

Example code:

setvar x 30
setvar y 30
setvar z 32768
setvar TEMP 0
setvar tilenum 3350
setvar shade 0
setvar pal 0
setvar orientation 1 // transparency
rotatesprite x y z TEMP tilenum shade pal orientation [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]

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