| Command | |
| SpriteGraphics | |
| Parameters | |
| width | width of display |
| height | height of display |
| depth | Color depth (16,24,32) |
| viewmode | 0=Windowed (debug) or fullscreen
(non-debug) 1=Full Screen 2=Windowed 3=Windowed/scaled |
| pivotdistance | Distance at which to place
sprite pivot from camera. Default value is 1.0 Increase if you get sprite flickering. |
| Description | |
| Sets up the sprite
display and special sprite pivot. This command needs to be called BEFORE loading/creating sprites, loading packs, or displaying sprites. Once this command is called you can use the following two global variables to access the sprite camera and sprite pivot used by SpriteMaster: spritecamera - points to the 3D camera |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") brick1=GetPackedSprite("brick1",pack) PostionSprite brick1,200,100 RenderWorld : Flip : WaitKey End |
|
| See also | |
| EndSpriteGraphics CreateSpritePivot() |
|
-
| Function | |
| CreateSpritePivot() | |
| Parameters | |
| camera | handle to main display camera |
| pivotdistance | Distance at which to place
sprite pivot from the camera. Default value is 1.0 Increase if you get sprite flickering. |
| Description | |
| Sets up sprite pivot
for displaying the sprites. Normally, this pivot is created by using the SpriteGraphics command. You can however use this function to create additional pivots to attach sprites to. Handy for hiding/showing a bunch of sprites simultaneously. This function needs to be called BEFORE loading/creating sprites, or loading packs. |
|
| Example | |
| Graphics3D 640,480 cam=CreateCamera() piv=CreateSpritePivot(cam) pack=LoadPack("bricks.png",0,piv) |
|
| See also | |
| SpriteGraphics | |
-
| Command | |
| EndSpriteGraphics | |
| Parameters | |
| none | |
| Description | |
| Clears all entities, surfaces, textures, and brushes in existance then closes the graphics display. Also, does a complete cleanup of any internal data used by SpriteMaster. | |
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") brick1=GetPackedSprite("brick1",pack) PostionSprite brick1,200,100 RenderWorld : Flip : WaitKey EndSpriteGraphics |
|
| See also | |
| SpriteGraphics |
-
| Command | |
| SpriteCameraZoom | |
| Parameters | |
| camera | camera to zoom |
| zoomvalue# | amount of zoom |
| Description | |
| Zooms both the
sprite camera and any sprite pivots simultaneously. See SpriteGraphics for more details on the sprite camera and CreateSpritePivot() for details regarding the sprite pivot. NOTE: Only positive values can be used for zooming. |
|
| Example | |
| SpriteGraphics
640,480 SpriteCameraZoom spritecamera,2.4 |
|
| See also | |
| SpriteGraphics | |
-
| Function | |
| CreateSprite() | |
| Parameters | |
| width | width of sprite (in pixels) |
| height | height of sprite (in pixels) |
| columns | How many frames of animation in a column (default=1) |
| rows | How many frames of animation in a row (default=1) |
| flags | Flags for the sprites texture.
Default is 32+16+4+1 See Blitz3D CreateTexture() for more details |
| parent | parent to attach the sprite to. Defaults to spritepivot as created by SpriteGraphics or CreateSpritePivot() |
| Description | |
| Creates a sprite
with it's own mesh, texture, and surface inside a unique
pack. The sprites texture size is set to the next 'power of 2' value. Some examples here: sprite.smSprite=CreateSprite(28,60)
; texture size will be 32x64 To set up animation frames for the sprite just supply values in the columns and rows parameters. Then, use the frame parameter in PositionSprite to show a particular frame in the sprite. Example
The sprites default texture will be empty. Use SpriteTexture and GetSpriteTexture() to change this. You can use GetPackedSprite() and CopySprite() with created sprites. Doing so makes the newly created sprite share the mesh in which the referenced sprite is using. If you wish to find the new pack associated with the sprite then use the GetPack() function. |
|
| Example | |
| SpriteGraphics
640,480 sprite.smSprite=CreateSprite(32,16) PostionSprite sprite,100,50 RenderWorld : Flip : WaitKey End |
|
| See also | |
| PositionSprite , FreeSprite GetPackedSprite() , CopySprite() SpriteTexture , GetSpriteTexture() , GetSpriteMesh() GetPack() |
|
-
| Function | |
| LoadSprite() | |
| Parameters | |
| filename$ | name of pack image to load |
| flags | texture flags. Default is
32+16+4+1 See Blitz3D LoadTexture() for more details |
| parent | parent to attach all extracted
sprites (from the pack) to. Defaults to spritepivot as created by SpriteGraphics or CreateSpritePivot() |
| Description | |
| Loads an image file
and creates a new sprite. The new sprite will have it's own mesh, texture, and surface inside a unique pack. You should load images which have sizes
using a 'power of 2' where possible. Otherwise the
sprites image will appear blurred due to internal scaling
of the texture.
You can use GetPackedSprite() and CopySprite() with created sprites. Doing so makes the copied sprite share the pack/surface/mesh in which the referenced sprite is using. If you wish to find the new pack associated with the sprite then use the GetPack() function. |
|
| Example | |
| SpriteGraphics
640,480 ball.smSprite=LoadSprite("ball.png") PositionSprite ball,100,100 |
|
| See also | |
| PositionSprite , FreeSprite GetPackedSprite() , CopySprite() , GetPack() |
|
-
| Function | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| CreateTextSprite() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Parameters | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| filename$ | name of font in pack | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| charoffset | parent to attach the sprite to. Defaults to spritepivot as created by SpriteGraphics and CreateSpritePivot() |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| flags | Flags for the sprites texture.
Default is 32+16+4+1 See Blitz3D CreateTexture() for more details |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Creates a special
text sprite with it's own mesh, texture, and surface
inside a pack. Text sprites are created by extracting an exsiting font image from within the specified pack. This font image needs to be set up using a particular sequence of characters. Example:
The frame layout can be anything but the characters should use this string sequence (same as above):
Normally, using AddText, the first character in the font layout is a ! (exclamation mark). You can however use an charoffest parameter to tell SpriteMaster whereabouts the exclamation mark is. For example, your font layout might start with a SPACE followed by the exclamation mark. In which case you use an offset of 1:
Use the animation settings in Image Packer to set up the appropriate frames for the font. To add text/characters use AddText If you wish to find the new pack associated with the text sprite then use the GetPack() function. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Example | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| SpriteGraphics
640,480 txt.smSprite=LoadFontSet("myfont.png") PostionSprite txt,100,50 RenderWorld : Flip : WaitKey End |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| See also | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| AddText , ClearText , GetPack() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
-
| Command | ||||||||
| AddText | ||||||||
| Parameters | ||||||||
| sprite | pointer to .smSprite instance | |||||||
| x | x pos to display first character | |||||||
| y | y pos to display first character | |||||||
| textstring$ | string of characters to add | |||||||
| red | red component of text being added | |||||||
| green | green component of text being added | |||||||
| blue | blue component of text being added | |||||||
| alpha | alpha of text being added | |||||||
| Description | ||||||||
| Adds a string of
characters to an existing text sprite. The x/y parameters specify the position to display the text. You may supply optional color/alpha values to change the characters appearance. A text sprite is a special kind of quad sprite set up to display a string of font characters. See the CreateTextSprite() function for details on how to set up a text sprite. The textstring$
parameter can contain any valid character values.
So, AddText txt,3,8,"Hello"+Chr$(10)+"World" produces:
NOTE2: There are a quite a few commands/functions which do not work with text sprites. Here is a list: RotateSprite , ResizeSprite, FlipSprite , SetSprite , |
||||||||
| Example | ||||||||
| SpriteGraphics
640,480 txt.smSprite=CreateTextSprite("myfont.png") AddText txt,20,40,"Hello World" |
||||||||
| See also | ||||||||
| CreateTextSprite() , ClearText | ||||||||
-
| Command | |
| ClearText | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Clears all
characters/text displayed in a text sprite. Refer to CreateTextSprite() and AddText for details about text sprites. |
|
| Example | |
| SpriteGraphics
640,480 txt=CreateTextSprite("fontpack.png") AddText txt,10,10,"Hello" ClearText txt |
|
| See also | |
| CreateTextSprite() , AddText , ClearText | |
-
| Command | |
| FreeSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Frees an existing
sprite which has been created, loaded, copied, or
extracted (from a pack). You can see how many sprites are associated with a pack with the CountSpritesUsingPack() function. If you have several hundred sprites in a surface you may wish to use this command outside of a loop. |
|
| Example | |
| SpriteGraphics
640,480 ball.smSprite=LoadSprite("ball.png") FreeSprite ball |
|
| See also | |
| CreateSprite , LoadSprite() , CopySprite() CreateTextSprite() , GetPackedSprite FreePack |
|
-
| Function | |
| LoadPack() | |
| Parameters | |
| filename$ | name of pack to load |
| flags | texture flags. Default is
32+16+4+1 See Blitz3D LoadTexture() for more details |
| Description | |
| Loads a pack and
returns an index number pointing to the pack. The pack needs an associated *.def file to work correctly. See the Image Packer tool. Once the pack is loaded you can extract as many sprites/images/textures as required using these functions: GetPackedSprite() To free the pack (and associated sprites) use FreePack. You can use CountPackedImages() to return the number of individual sprites/images in the pack. Alternatively, CountSpritesUsingPack() can be used to return the number of sprites using the pack. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") brick1.smSprite=GetPackedSprite("brick1",pack) |
|
| See also | |
| GetPackedSprite() , GetPackedImage() , GetPackedTexture() FreePack CountSpritesUsingPack() , CountPackedImages() |
|
-
| Command | |
| FreePack | |
| Parameters | |
| pack | pack index to free |
| Description | |
| Frees up an existing
pack and any extracted/copied sprites belonging to the
pack. Sprites created or loaded with CreateSprite() / LoadSprite() have their own pack. If you use CopySprite() on these sprites then the copies will share the pack/surface. By using GetPack() to retrieve the pack you can then free up the original sprite as well as the copies by using via the FreePack command. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") brick1.smSprite=GetPackedSprite("brick1",pack) FreePack pack coin=LoadSprite("coin.png") |
|
| See also | |
| LoadPack() , GetPackedSprite() CopySprite() , FreeSprite , GetPack() |
|
-
| Function | |
| GetPack() | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Returns the sprites
associated pack. This is particularly handy for the CreateSprite() and LoadSprite() functions. Having the pack details means you can use FreePack to free up not only the pack, but also all sprites using the pack. Handy for clearing up muliple copies etc .. |
|
| Example | |
| coin=LoadSprite("coin.png") Dim c(5) For n=1 to 5 c(n)=CopySprite(coin) Next coinpack=GetPack(coin) FreePack coinpack ; free pack and coin/copies of coin |
|
| See also | |
| LoadSprite() , CreateSprite() , FreePack | |
-
| Function | |
| GetPackedSprite() | |
| Parameters | |
| ref$ | name or index number of sprite in pack |
| pack | which pack to extract sprite from |
| rX | region - x offset |
| rY | region - y offset |
| rW | region - width |
| rH | region - height |
| Description | |
| Gets / extracts a
sprite from a pack. Using this function creates a new sprite by adding 4 vertices to a surface belonging to the pack. The sprite to get is determined by the ref$ value which can be used in 2 ways: 1) Sprites index number: 2) Sprites name: You can free up individually extracted sprites by using FreeSprite. Alternatively, use FreePack to clear ALL sprites associated with a pack (as well as the pack itself). The optional rX,rY,rW,rH
parameters are used to grab a region of the sprite image
instead. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") sprite3.smSprite=GetPackedSprite(3,pack) boxsprite.smSprite=GetPackedSprite("box",pack) clip.smSprite=GetPackedSprite("box",pack,8,4,10,10) |
|
| See also | |
| FreeSprite , FreePack CountSpritesUsingPack() SpriteName$() GetPackedImage() , GetPackedTexture() |
|
-
| Function | |
| GetPackedImage() | |
| Parameters | |
| ref$ | name or index number of image in pack |
| pack | which pack to extract image from |
| Description | |
| Gets / extracts a 2D
image from a existing pack and returns the handle to the
image. The def$ value which can be used in 2 ways: 1) Images by index
number: 2) Images name: Once you have your extracted the image the sprite pack can be freed up with FreePack. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("toys.png") image=GetPackedImage("spinningtop",pack) DrawImage image,60,70 |
|
| See also | |
| GetPackedSprite() , GetPackedTexture() FreePack |
|
-
| Function | |
| GetPackedTexture() | |
| Parameters | |
| ref$ | name or index number of texture in pack |
| pack | which pack to extract image from |
| Description | |
| Creates a new
texture by copying a packed image/sprites from an
existing pack. The handle of the new texture is then
returned. The def$ value which can be used in 2 ways: 1) Textures by index number: 2) Textures name: Once you have your extracted the texture the pack can be freed up with FreePack. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("toys.png") image=GetPackedImage("spinningtop",pack) DrawImage image,60,70 |
|
| See also | |
| GetPackedSprite() , GetPackedImage() FreePack |
|
-
| Function | |
| CountSpritesUsingPack() | |
| Parameters | |
| pack | which pack to check |
| Description | |
| Returns the number of sprites which are using a pack | |
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") numimages=CountPackedImages(pack) Dim s(100) numsprites=CountSpritesUsingPack(pack) |
|
| See also | |
| LoadPack() , GetPackedSprite() , CopySprite() | |
-
| Function | |
| CountPackedImages() | |
| Parameters | |
| pack | pack to count images from |
| Description | |
| Returns the number of sprites/images in a pack. | |
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") num=CountPackedImages(pack) |
|
| See also | |
| LoadPack() | |
-
| Function | |
| PackedImageName$() | |
| Parameters | |
| index | index number of image in pack |
| pack | which pack |
| Description | |
| This function
returns the name of an image in a pack. The image is accessed via an index number. The first image in a pack is index number 1. The last image can be found by using CountPackedImages() which returns the total number of images in a pack. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") num=CountPackedImages(pack) For
i=1 to num |
|
| See also | |
| LoadPack() , CountPackedImages() , PackedImageFrames() | |
-
| Function | |
| PackedImageFrames() | |
| Parameters | |
| ref$ | name or index number of sprite in pack |
| pack | which pack to extract sprite from |
| Description | |
| Returns the number
of animation frames in a packed image/sprite from the
specified pack. If the image has no animation then a value of 1 is returned. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("spaceships.png") DebugLog PackedImageFrames("ship1",pack) |
|
| See also | |
| PackedImageName$() | |
-
| Command | |
| PositionSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| x# | x position (in pixels) on screen |
| y# | y position (in pixels) on screen |
| frame | optional frame number for animated sprites. |
| Description | |
| Positions the sprite
on screen at x,y pixel coordinates. By default, the sprites top/left corner is used as an anchor point. Use HandleSprite to change this. If the optional frames parameter is used, the frame of the (animated) sprite is changed to the number supplied. TIP: Unlike 2D images you do not need to call this every loop. Only when you wish to re-position the sprite. Note: The 'frame' value supplied to PositionSprite automatically wraps around in both directions if the value is out of bounds. This helps to avoid incorrect animation frames being shown. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") character.smSprite=GetPackedSprite("runner",pack) PostionSprite character,150,78,5 ; show frame number 5 |
|
| See also | |
| GetPackedSprite() CreateSprite() , LoadSprite() , CopySprite() LoadFontSet() FreeSprite |
|
-
| Command | |||||||||||
| RotateSprite | |||||||||||
| Parameters | |||||||||||
| sprite | pointer to .smSprite instance | ||||||||||
| angle# | angle of rotation | ||||||||||
| movedistance# | how far to move sprite in direction of angle | ||||||||||
| Description | |||||||||||
Rotates a sprite by
a given angle:
The sprite is rotated around it's anchor point which can be changed with the HandleSprite command. The optional movedistance#
parameter can be used to move the sprite in the direction
it is facing. You should design your sprites so that they
face to the right by default. Ommitting the angle# parameter rotates the sprite to its default orientation. |
|||||||||||
| Example | |||||||||||
| SpriteGraphics
640,480 pack=LoadPack("vehicles.png") car.smSprite=GetPackedSprite("car",pack) PostionSprite car,200,100 RotateSprite car,42 ; rotate by 42 degrees. |
|||||||||||
| See also | |||||||||||
| HandleSprite ResetSprite |
|||||||||||
-
| Function | |
| CopySprite() | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Copies an existing
sprite and returns an type instance pointing to the copy.
The copied sprite shares the pack of the referenced
sprite. Unlike GetPackedSprite(), the CopySprite() function copies every attribute of the sprite including size, color, alpha, rotation, and flip status. The new sprites name is the same as the copied sprite but with an underscore and new value appended. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") sprite.smSprite=GetPackedSprite("ball",pack) newsprite.smSprite=CopySprite(sprite) |
|
| See also | |
| GetPackedSprite() FreeSprite |
|
-
| Command | |
| ResizeSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| width | width in pixels |
| height | height in pixels |
| Description | |
| Resizes a sprite to
new width/height pixel sizes. If the width and height parameters are ommited the sprite is resized to it's default size. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") sprite.smSprite=GetPackedSprite("ball",pack) ResizeSprite sprite,120,60 ; change size to 120 by 60 pixels. NOTE: Resizing sprites causes them to blur. This is down the sprites texture being scaled and thereby losing the pixel<>texel match. |
|
| See also | |
| ResetSprite | |
-
| Command | |
| FlipSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| horizontally | TRUE means flip sprite horizontally |
| vertically | TRUE means flip sprite vertically |
| Description | |
| Flips the sprite
image horizontally and/or vertically. If the horizontally and vertically parameters are omitted the sprites flip status is reset to default. |
|
| Example | |
| SpriteGraphics
640,480 tree.smSprite=LoadSprite("trees.png") FlipSprite tree,True ; flip the sprite horizontally |
|
| See also | |
| ResetSprite | |
-
| Command | |
| HandleSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| handleX# | handle offset x |
| handleY# | handle offset y |
| Description | |
| Sets the
axis/anchor/hotspot position of a sprite. Postive values in handleX# and handleY#
moves the hotspot right and down. The hotspot is set by default to the top/left corner of a sprite which gives both handles a value of 0. Ommiting the handleX#
parameter centers handle horizontally. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("partyset.png") sprite.smSprite=GetPackedSprite("baloon",pack) HandleSprite sprite,16,2 ; move hotspot 16 across and 2 down |
|
| See also | |
| ResetSprite | |
-
| Command | |
| SetSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| x# | x position (in pixels) on screen |
| y# | y position (in pixels) on screen |
| frame | optional frame number for animated sprites. |
| width | width (in pixels) |
| height | height (in pixels) |
| rotation | amount of rotation |
| red | red component color (0 to 255) |
| green | green component color (0 to 255) |
| blue | blue component color (0 to 255) |
| alpha | transparency (0.0 to 1.0) |
| Description | |
| Applies multiple
settings to a sprite. Can save on having to use lots of
calls to individual commands. Basically a 'one call does
it all'. With this command you can set the sprites frame, position, size, rotation, color, and alpha all within one call. You can use 0 for the width/height which will leave the size of the sprite unchanged. If you use negative values for red/green/blue/alpha then the current settings remain. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("toys.png") ball.smSprite=GetPackedSprite("bigball",pack) SetSprite ball,1,150,78,0,0,45,255,255,200,0.75 |
|
| See also | |
| PositionSprite , ResizeSprite , RotateSprite SpriteColor , SpriteAlpha ResetSprite |
|
-
| Command | |
| ChangeSprite | |
| Parameters | |
| ref$ | name or index number of sprite in pack |
| rX | region - x offset |
| rY | region - y offset |
| rW | region - width |
| rH | region - height |
| Description | |
| Changes the image
used by a sprite to another. As an example you could change an animated spaceship into an animated explosion. Changing the sprite image still keeps the axis/handle position relative to it's current setting. So, if the handle is centred it will remain so on the newly chosen image. Also, if the current sprite is flipped horizontally and/or vertically this will also be applied to the new sprite image. Note: You can only change the image to another from inside the pack used by the current sprite. For a description of the ref$ parameter see GetPackedSprite() The optional rX,rY,rW,rH
parameters are used to grab a region of a sprite image
instead. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("bricks.png") sprite3.smSprite=GetPackedSprite(3,pack) boxsprite.smSprite=GetPackedSprite("box",pack) clip.smSprite=GetPackedSprite("box",pack,8,4,10,10) |
|
| See also | |
| GetPackedSprite() | |
-
| Command | |
| SpriteColor | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| red | red color component (0 to 255) |
| green | green color component (0 to 255) |
| blue | blue color component (0 to 255) |
| alpha | alpha value (0.0 to 1.0) |
| Description | |
| Changes the sprites
color and alpha settings. If the red / green / blue / alpha parameters are ommitted then the sprite is reset to it's default values of white and opaque. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("balls.png") sprite.smSprite=GetPackedSprite("ball01",pack) SpriteColor sprite,10,50,30 |
|
| See also | |
| SpriteAlpha ResetSprite |
|
-
| Command | |
| SpriteAlpha | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| alpha | alpha value (0.0 to 1.0) |
| Description | |
| Changes the sprites
alpha settings. If the alpha parameter is ommitted then the sprite is reset to it's default alpha value of 1.0 (opaque). |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("balls.png") sprite.smSprite=GetPackedSprite("ball01",pack) SpriteAlpha sprite,0.5 ; half transparent |
|
| See also | |
| SpriteColor ResetSprite |
|
-
| Command | |
| ResetSprite | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Resets a sprite back to default. This includes size, rotation, flipped status, color, and alpha. | |
| Example | |
| SpriteGraphics
640,480 sprite.smSprite=LoadSprite("ball.png") RotateSprite sprite,Rand(360) ResizeSprite sprite,Rand(100),Rand(100) SpriteColor sprite,Rand(255),Rand(255),Rand(255),Rnd(1) ResetSprite sprite |
|
| See also | |
-
| Function | |
| SpritesOverlap() | |
| Parameters | |
| sprite1 | pointer to .smSprite instance |
| sprite2 | pointer to .smSprite instance |
| Description | |
| Returns TRUE
if 2 existing sprites are overlapping. The function does not take the 'shape' of the sprite into account. Only the rectangular area used to display the sprite. However, the function works fine with sprites which have been rotated, resized, and/or flipped. |
|
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("pack1.png") sprite1.smSprite=GetPackedSprite("sun",pack) sprite2.smSprite=GetPackedSprite("moon",pack) PositionSprite sprite1,Rand(100),Rand(100) DebugLog SpritesCollide(sprite1,sprite2) |
|
| See also | |
-
| Function | |
| GetSpriteMesh() | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Returns the mesh used by the sprite | |
| Example | |
| SpriteGraphics
640,480 pack=LoadPack("pack1.png") sprite.smSprite=GetPackedSprite("sun",pack) mesh=GetSpriteMesh(sprite) |
|
| See also | |
| GetSpriteTexture() | |
-
| Command | |
| SpriteTexture | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| texture | Handle to an existing texture |
| Description | |
| Changes the texture
used by a sprite. Note: This will affect any sprites sharing the texture such as those created with: |
|
| Example | |
| sprite.smSprite=CreateSprite(64,80) texture=LoadTexture("tree.png") SpriteTexture sprite,texture |
|
| See also | |
| GetSpriteTexture() , GetPackedTexture() | |
-
| Function | |
| GetSpriteTexture() | |
| Parameters | |
| sprite | pointer to .smSprite instance |
| Description | |
| Returns the handle of the texture used by the sprite | |
| Example | |
| sprite.smSprite=LoadSprite("sun.png") texture=GetSpriteTexture(sprite) |
|
| See also | |
| SpriteTexture , GetPackedTexture() | |