## Sub GetSpriteScale(sprite, ByRef x, ByRef y)

Gets the scale of a sprite

`isFullScreen = false
vSync = true
winWidth = 640
winHeight = 480
canViewPortX = 0
canViewPortY = 0
OpenWindow("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
Canvas(sCanvas)
DIM font1
Font1 = LoadFont("DripOctober.ttf", 16)
SetFont(Font1)
SetColor(RGB(100, 200, 200))
DIM eye
DIM eyeW
DIM eyeH
DIM eyeScale 'Variable to hold the sprites scale
ReleaseKey = 0
eyeScale = 2
DIM eyeScaleX
DIM eyeScaleY
eye = LoadImage("theEye.png")
GetImageSize(eye, eyeW, eyeH)
eyeSprite = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite, 100, 100)
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite2, 200, 100)
SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
While Not Key(K_ESCAPE)
ClearCanvas()
Canvas(sCanvas)
If Key(K_UP) And ReleaseKey = 0 Then
eyeScale = 1.1
ScaleSprite(eyeSprite2, eyeScale, eyeScale)
ReleaseKey = 1
ElseIf Key(K_DOWN) And ReleaseKey = 0 Then
eyeScale = 0.9
ScaleSprite(eyeSprite2, eyeScale, eyeScale)
ReleaseKey = 1
ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
ReleaseKey = 0
End If
GetSpriteScale(eyeSprite2, eyeScaleX, eyeScaleY)
Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
DrawText("Sprite Scale X: " + STR$(eyeScaleX), 10, 30)
Update()
Wend
`

Link to Font (It's locally on your computer, your not downloading anything from the internet)

Related: ScaleSprite SetSpriteScale