SpriteMaster Pro uses types to
maintain the sprites created, loaded, and extracted (from packs).
The table below shows the structures field names and their role
in SpriteMaster Pro.
The name of the type is .smSprite
The commands/functions rely on the type structure:
| pack1=LoadPack("brick.png") ball.smSprite=GetPackedSprite("bigball",pack1) DebugLog ball\width ; returns width of ball sprite |
If you modify any of the fields you should use the appropriate command to update the sprite:
| pack1=LoadPack("brick.png") ball.smSprite=GetPackedSprite("bigball",pack1) ball\angle=ball\angle+64 RotateSprite ball,ball\angle |
There are 10 spare floats in the
type structure which you may want to take advantage of. These are
labelled var#[0] to var#[9]
Every sprite has it's own set of 10 spare variables.
Note: There are other variables in the
structure. These should not be modified.
See the smPro.bb include for more information.
.smSprite |
||
| Parameter | Info | Update with |
| name$ | sprites name | n/a |
| x# | x position on screen (in pixels) | PostionSprite |
| y# | y position on screen (in pixels) | PostionSprite |
| width | width (in pixels) | ResizeSprite |
| height | height (in pixels) | ResizeSprite |
| handleX | handle/axis offset (X) | HandleSprite |
| handleY | handle/axis offset (Y) | HandleSprite |
| angle# | sprites rotated angle | RotateSprite |
| flippedX | TRUE if sprite is flipped horizontally | FlipSprite |
| flippedY | TRUE if sprite is flipped vertically | FlipSprite |
| frame | current frame in use (animation) | PostionSprite |
| numframes | total of animation frames in sprite | n/a |
| red | Red component color (0 to 255) | SpriteColor |
| green | Green component color (0 to 255) | SpriteColor |
| blue | Blue component color (0 to 255) | SpriteColor |
| alpha# | alpha value (0.0 to 1.0) | SpriteAlpha |
| var#[9] | spare variables for your own use | n/a |