Rotatesprite: Difference between revisions
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Example code: | Example code: | ||
<pre> | |||
setvar x 30 | setvar x 30 | ||
setvar y 30 | setvar y 30 | ||
setvar z 32768 | setvar z 32768 | ||
setvar TEMP 0 | setvar TEMP 0 | ||
setvar tilenum 3350 | setvar tilenum 3350 | ||
setvar shade 0 | setvar shade 0 | ||
setvar pal 0 | setvar pal 0 | ||
setvar orientation 1 // transparency | setvar orientation 1 // transparency | ||
rotatesprite x y z TEMP tilenum shade orientation pal [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]] | rotatesprite x y z TEMP tilenum shade orientation pal [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]] | ||
</pre> | |||
Note: This command is similar to the [[myospal]] and [[myospalx]] commands, but with much more control. | Note: This command is similar to the [[myospal]] and [[myospalx]] commands, but with much more control. |
Revision as of 01:24, 7 September 2005
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.
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 orientation pal [[windowx1]] [[windowy1]] [[windowx2]] [[windowy2]]
Note: This command is similar to the myospal and myospalx commands, but with much more control.