Rotatesprite: Difference between revisions
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'''rotatesprite''' <x> <y> <z> < | '''rotatesprite''' <[[x]]> <[[y]]> <[[z]]> <[[ang]]> <[[picnum|tilenum]]> <[[shade]]> <[[pal]]> <[[orientation]]> <x1> <y1> <x2> <y2> | ||
'''rotatesprite''' displays tiles onscreen. This command is only allowed during certain events. | |||
<x> X coordinate, ranged 0-320 | <[[x]]> X coordinate, ranged 0-320 | ||
<y> Y coordinate, ranged 0-200 | <[[y]]> Y coordinate, ranged 0-200 | ||
<z> is the zoom. Normal zoom is 65536. | <[[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. | <[[picnum|tilenum]]> is the tile number. | ||
<shade> is 0 normally but can be any standard shade up to 31 or 63. | <[[shade]]> is 0 normally but can be any standard shade up to 31 or 63. | ||
<pal> can be from 0-255. | <[[pal]]> can be from 0-255. | ||
<[[orientation]]> translucency, masking, etc... | <[[orientation]]> translucency, masking, etc... | ||
<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]] [[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]]. | ||
setvar x 164 | |||
setvar x | setvar y 176 | ||
setvar y | setvar z 65536 | ||
setvar z | setvar ang 0 | ||
setvar | setvar tilenum RPGGUN | ||
setvar tilenum | |||
setvar shade 0 | setvar shade 0 | ||
setvar pal 0 | setvar pal 0 | ||
setvar orientation | setvar orientation 0 | ||
'''rotatesprite''' x y z | '''rotatesprite''' x y z ang tilenum shade pal orientation windowx1 windowy1 windowx2 windowy2 | ||
Note: This command is similar to the [[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. | ||
[[Category:EDuke32 specific commands]] | [[Category:EDuke32 specific commands]] | ||
[[Category:Screen drawing commands]] | [[Category:Screen drawing commands]] |
Revision as of 14:42, 23 December 2009
rotatesprite <x> <y> <z> <ang> <tilenum> <shade> <pal> <orientation> <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...
<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.