Rotatesprite: Difference between revisions
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| <x1><br /><y1><br /><x2><br /><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]]. | | <x1><br /><y1><br /><x2><br /><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]]. | ||
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Latest revision as of 11:47, 21 February 2020
rotatesprite <x> <y> <zoom> <ang> <tilenum> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
rotatespritea <x> <y> <zoom> <ang> <tilenum> <shade> <pal> <orientation> <alpha> <x1> <y1> <x2> <y2>
rotatesprite displays tiles onscreen.
Note: This command is similar to the deprecated myospal and myospalx commands, but with much more control.
Parameters
<x> | X coordinate, normally ranged 0-320 |
<y> | Y coordinate, normally ranged 0-200 |
<zoom> | is normally 65536. (ex: 131072 is zoomed in 2X and 32768 is half-sized) |
<ang> | is the angle, normally 0, where 360 degrees corresponds to 2048 Build units |
<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> | a bitfield describing translucency, masking, etc... |
<alpha> | translucence, 0-255 |
<x1> <y1> <x2> <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.
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Orientation
The following values are used by rotatesprite, rotatesprite16, rotatespritea, screentext, gametext, minitext, digitalnumber, digitalnumberz, myos and myospalx.
Exposed | Value | Label | Description | |
---|---|---|---|---|
No | 1 | RS_TRANS1 | Translucency level one (66% opacity). | |
No | 2 | RS_AUTO | Scaling on 320-200 coordinates. This is implicitly applied to all CON screen drawing commands, but including it in your bitfields is recommended for clarity and portability of your code. | |
No | 4 | RS_YFLIP | 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. | |
No | 8 | RS_NOCLIP | Causes the sprite to be not affected by the screen size (using the + or - commands). This is usefull, for example, when displaying a status bar. | |
No | 16 | RS_TOPLEFT | Forces the center of the sprite you're drawing to its top-left if set. It also ignores the x-y offset of the tile. | |
No | 32 | RS_TRANS2 | Translucency level two (33% opacity). It won't work if 1 is not set. | |
No | 64 | RS_NOMASK | Forces masking off if set. It discards translucency too. | |
No | 128 | RS_PERM | "Permanent" tile (deprecated). | |
No | 256 | RS_ALIGN_L | Align to the left (widescreen support) | |
No | 512 | RS_ALIGN_R | Align to the right (widescreen support) | |
No | 1024 | RS_STRETCH | Stretch to screen resolution (distorts aspect ratio; this is the behavior of rotatesprite prior to widescreen awareness) | |
No | 2048 | ROTATESPRITE_FULL16 | Always interpret coordinate values as having "full" precision, bit-shifted left by 16, so that 20971520x13107200 corresponds to 320x200. See rotatesprite16. | |
No | 4096 | RS_LERP | Enables interpolation of coordinates between rotatesprite calls per guniqhudid. Changes of tilenum reset interpolation. | |
No | 8192 | RS_FORCELERP | Forces interpolation, even if the tilenum changes between calls. |
Defines |
define RS_TRANS1 0x00000001 define RS_AUTO 0x00000002 define RS_YFLIP 0x00000004 define RS_NOCLIP 0x00000008 define RS_TOPLEFT 0x00000010 define RS_TRANS2 0x00000020 define RS_NOMASK 0x00000040 define RS_PERM 0x00000080 define RS_ALIGN_L 0x00000100 define RS_ALIGN_R 0x00000200 define RS_STRETCH 0x00000400 define ROTATESPRITE_FULL16 0x00000800 |
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.
Examples
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