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@@ -3,4 +3,48 @@
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Sets the angle the sprite is rotated by relative to its current rotation
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#code
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isFullScreen = false
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vSync = true
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winWidth = 640
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winHeight = 480
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canViewPortX = 0
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canViewPortY = 0
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OpenWindow("RotateSprite", winWidth, winHeight, isFullScreen, vSync)
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sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
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Canvas(sCanvas)
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DIM eye
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DIM eyeW
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DIM eyeH
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DIM eyeAngle 'Variable to hold the sprites angle value
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eyeAngle = 250
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ReleaseKey = 0
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eye = LoadImage("theEye.png")
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GetImageSize(eye, eyeW, eyeH)
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eyeSprite = CreateSprite(eye, eyeW, eyeH)
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SetSpritePosition(eyeSprite, 100, 100)
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'RotateSprite(eyeSprite, eyeAngle)
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While Not Key(K_ESCAPE)
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'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called.
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If Key(K_SPACE) And ReleaseKey = 0 Then
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eyeAngle = 30
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RotateSprite(eyeSprite, eyeAngle)
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ReleaseKey = 1
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ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then
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ReleaseKey = 0
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End If
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Update() 'Update automatically deals with drawing the sprites on the sprite canvas.
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Wend
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#/code
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#image "images/theEye.png"
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#ref SetSpriteRotation GetSpriteRotation
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