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.