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@@ -2,3 +2,47 @@
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#header Sub DeleteSprite( sprite )
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Removes a sprite from memory
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Here is an example:
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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("CreateSprite", 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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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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eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
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SetSpritePosition(eyeSprite2, 150, 100)
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timePassed = Timer()
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timePassedDiff = 2000
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While Not Key(K_ESCAPE)
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If Timer() - timePassed > timePassedDiff Then 'After 2 seconds eyeSprite2 will be deleted
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DeleteSprite(eyeSprite2)
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End If
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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#ref OpenCanvasSpriteLayer SetSpritePosition CreateSprite
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@@ -3,4 +3,68 @@
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Gets the position of a sprite on the canvas
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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("GetSpritePosition", winWidth, winHeight, isFullScreen, vSync)
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pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
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sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
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Canvas(sCanvas)
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DIM font1
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Font1 = LoadFont("DripOctober.ttf", 16)
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SetFont(Font1)
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SetColor(RGB(100, 200, 200))
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DIM eye
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DIM eyeW
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DIM eyeH
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DIM eyeX 'Variables to pass into the function for holding the x and y values
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DIM eyeY
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eyeSpriteX = 100
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eyeSpriteY = 100
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destX = 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, eyeSpriteX, eyeSpriteY)
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While Not Key(K_ESCAPE)
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clearcanvas()
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Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
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If SpriteX(eyeSprite) < 450 And destX = 0 Then
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SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
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eyeSpriteX = eyeSpriteX + 0.5
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ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
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destX = 1
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End If
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If destX = 1 Then
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SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
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eyeSpriteX = eyeSpriteX - 0.5
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End If
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GetSpritePosition(eyeSprite, eyeX, eyeY)
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Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
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DrawText("Sprite X: " + STR$(eyeX), 10, 30)
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DrawText("Sprite Y: " + STR$(eyeY), 10, 50)
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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<br>
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<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
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<br>
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#ref TranslateSprite SetSpritePosition
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@@ -3,4 +3,64 @@
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Returns the angle the sprite is rotated by
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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("GetSpriteRotation", winWidth, winHeight, isFullScreen, vSync)
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pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
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sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
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Canvas(sCanvas)
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DIM font1
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Font1 = LoadFont("DripOctober.ttf", 16)
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SetFont(Font1)
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SetColor(RGB(100, 200, 200))
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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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DIM displayAngle
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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()
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Canvas(sCanvas)
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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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displayAngle = GetSpriteRotation(eyeSprite)
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Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
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DrawText("Sprite Angle: " + STR$(displayAngle), 10, 30)
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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<br>
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<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
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<br>
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#ref SetSpriteRotation RotateSprite
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@@ -3,4 +3,74 @@
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Gets the scale of a sprite
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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("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
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pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
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sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
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Canvas(sCanvas)
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DIM font1
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Font1 = LoadFont("DripOctober.ttf", 16)
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SetFont(Font1)
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SetColor(RGB(100, 200, 200))
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DIM eye
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DIM eyeW
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DIM eyeH
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DIM eyeScale 'Variable to hold the sprites scale
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ReleaseKey = 0
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eyeScale = 2
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DIM eyeScaleX
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DIM eyeScaleY
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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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eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
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SetSpritePosition(eyeSprite2, 200, 100)
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SetSpriteScale(eyeSprite2, eyeScale, eyeScale)
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While Not Key(K_ESCAPE)
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ClearCanvas()
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Canvas(sCanvas)
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If Key(K_UP) And ReleaseKey = 0 Then
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eyeScale = 1.1
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ScaleSprite(eyeSprite2, eyeScale, eyeScale)
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ReleaseKey = 1
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ElseIf Key(K_DOWN) And ReleaseKey = 0 Then
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eyeScale = 0.9
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ScaleSprite(eyeSprite2, eyeScale, eyeScale)
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ReleaseKey = 1
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ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
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ReleaseKey = 0
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End If
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GetSpriteScale(eyeSprite2, eyeScaleX, eyeScaleY)
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Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
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DrawText("Sprite Scale X: " + STR$(eyeScaleX), 10, 30)
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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<br>
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<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
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<br>
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#ref ScaleSprite SetSpriteScale
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@@ -3,4 +3,52 @@
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Gets the size of a sprite's frames
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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("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
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pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
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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 eSpriteWidth
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DIM eSpriteHeight
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DIM font1
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Font1 = LoadFont("DripOctober.ttf", 16)
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SetFont(Font1)
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SetColor(RGB(100, 200, 200))
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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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GetSpriteSize(eyeSprite, eSpriteWidth, eSpriteHeight)
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While Not Key(K_ESCAPE)
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Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
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DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
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DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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<br>
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<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
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<br>
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#ref CreateSprite
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@@ -3,4 +3,41 @@
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Returns the source image the sprite renders its frames from
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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("GetSpriteSource", 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 frown
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DIM frownW
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DIM frownH
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DIM spSource$
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frowny1 = LoadImage("frowny1.png")
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frowny2 = LoadImage("frowny2.png")
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GetImageSize(frown, frownW, frownH)
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frownSprite = CreateSprite(frown, frownW, frownH)
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SetSpritePosition(frownSprite, 100, 100)
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While Not Key(K_ESCAPE)
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If KEY(K_SPACE) Then
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SetSpriteSource(frownSprite, frowny2)
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End If
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Update()
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spSource$ = STR$(GetSpriteSource(frown))
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Print spSource$
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Wend
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#/code
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#image "images/frowny1.png"
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#image "images/frowny2.png"
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#ref SetSpriteSource CreateSprite
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@@ -7,9 +7,71 @@ By default, sprites are dynamic when they are created.
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Possible types returned
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#list ul
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#li SPRITE_TYPE_STATIC
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#li SPRITE_TYPE_KINEMATIC
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#li SPRITE_TYPE_DYNAMIC
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#li SPRITE_TYPE_STATIC (0)
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#li SPRITE_TYPE_KINEMATIC (1)
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#li SPRITE_TYPE_DYNAMIC (2)
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#/list
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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("GetSpriteType", winWidth, winHeight, isFullScreen, vSync)
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pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
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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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eyeSpriteX = 100
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eyeSpriteY = 100
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eyeSprite2X = 400
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eyeSprite2Y = 125
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DIM font1
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Font1 = LoadFont("DripOctober.ttf", 16)
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SetFont(Font1)
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SetColor(RGB(100, 200, 200))
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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, eyeSpriteX, eyeSpriteY)
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SetSpriteSolid(eyeSprite, 1)
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SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC)
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'The flags for each type are SPRITE_TYPE_STATIC = 0
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' SPRITE_TYPE_KINEMATIC = 1
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' SPRITE_TYPE_DYNAMIC = 2
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eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
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SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
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SetSpriteSolid(eyeSprite2, 1)
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SetSpriteType(eyeSprite2, SPRITE_TYPE_DYNAMIC)
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While Not Key(K_ESCAPE)
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ClearCanvas()
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Canvas(sCanvas)
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Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
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DrawText("Sprite on left type: " + STR$(GetSpriteType(eyeSprite)), 10, 30)
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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<br>
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<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
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<br>
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#ref SetSpriteType
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@@ -4,3 +4,42 @@
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Sets the position of the sprite in the canvas
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Note: This is canvas position and not screen position
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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("SetSpritePosition", 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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eyeSpriteX = 100
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eyeSpriteY = 100
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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, eyeSpriteX, eyeSpriteY) 'Position on the canvas the sprite will initially be drawn.
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speed = 0.4
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While Not Key(K_ESCAPE)
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SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
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eyeSpriteX = eyeSpriteX + speed 'Speed will be added to sprites X position, sprite will move to the right gradually
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Update()
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Wend
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#/code
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#image "images/theEye.png"
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#ref OpenCanvasSpriteLayer CreateSprite
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@@ -3,5 +3,41 @@
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||||
|
||||
Sets the angle the sprite is rotated by
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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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||||
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OpenWindow("SetSpriteRotation", 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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||||
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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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||||
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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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||||
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SetSpriteRotation(eyeSprite, eyeAngle)
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eyeAngle = eyeAngle + 0.3
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||||
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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
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref GetSpriteRotation RotateSprite
|
||||
|
||||
|
||||
@@ -3,4 +3,41 @@
|
||||
|
||||
Sets the scale of a sprite
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteScale", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM eyeScale 'Variable to hold the sprites scale
|
||||
eyeScale = 2
|
||||
|
||||
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)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref ScaleSprite GetSpriteScale
|
||||
|
||||
@@ -3,5 +3,47 @@
|
||||
|
||||
Sets whether a sprite has physics and collision response enabled
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteSolid", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
eyeSprite2X = 400
|
||||
eyeSprite2Y = 125
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
|
||||
|
||||
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
|
||||
SetSpriteSolid(eyeSprite2, 1)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
SetSpriteLinearVelocity(eyeSprite, 30, 0)
|
||||
eyeSpriteX = eyeSpriteX + 0.5
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref SpriteIsSolid
|
||||
|
||||
|
||||
@@ -5,4 +5,38 @@ Changes the image source for a sprite frame sheet
|
||||
|
||||
Note: This needs to be the same size as the current image source or you will have rendering issues
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteSource", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM frown
|
||||
DIM frownW
|
||||
DIM frownH
|
||||
|
||||
frowny1 = LoadImage("frowny1.png")
|
||||
frowny2 = LoadImage("frowny2.png")
|
||||
GetImageSize(frown, frownW, frownH)
|
||||
|
||||
frownSprite = CreateSprite(frown, frownW, frownH)
|
||||
SetSpritePosition(frownSprite, 100, 100)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
If KEY(K_SPACE) Then
|
||||
SetSpriteSource(frownSprite, frowny2)
|
||||
End If
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/frowny1.png"
|
||||
#image "images/frowny2.png"
|
||||
|
||||
#ref GetSpriteSource
|
||||
|
||||
@@ -9,4 +9,143 @@ Sets the type of collision body a sprite has
|
||||
#li SPRITE_TYPE_DYNAMIC
|
||||
#/list
|
||||
|
||||
Here is an example of SPRITE_TYPE_DYNAMIC:
|
||||
|
||||
#code
|
||||
'This is showing SPRITE_TYPE_DYNAMIC
|
||||
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteType_Dynamic", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
eyeSprite2X = 400
|
||||
eyeSprite2Y = 125
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
SetSpriteSolid(eyeSprite, 1)
|
||||
|
||||
'When Sprites are created and physics activated there "type" is Dyanmic by default
|
||||
'The sprites have collision and physics activated, so they can move and react to other bodies.
|
||||
|
||||
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
|
||||
SetSpriteSolid(eyeSprite2, 1)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
SetSpriteLinearVelocity(eyeSprite, 80, 0)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
Here is an example of SPRITE_TYPE_STATIC:
|
||||
|
||||
#code
|
||||
'This is showing SPRITE_TYPE_STATIC
|
||||
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteType_Static", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
eyeSprite2X = 400
|
||||
eyeSprite2Y = 125
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
SetSpriteSolid(eyeSprite, 1)
|
||||
|
||||
'When Sprites are created and physics activated there "type" is Dyanmic by default
|
||||
'The sprites have collision and physics activated, so they can move and react to other bodies.
|
||||
|
||||
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
|
||||
SetSpriteSolid(eyeSprite2, 1)
|
||||
SetSpriteType(eyeSprite2, SPRITE_TYPE_STATIC) 'When a sprite is made solid nothing can move it
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
SetSpriteLinearVelocity(eyeSprite, 80, 0)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
Finally here is an example of SPRITE_TYPE_KINEMATIC:
|
||||
|
||||
#code
|
||||
'This is showing SPRITE_TYPE_KINEMATIC
|
||||
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteType_Kinematic", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
eyeSprite2X = 400
|
||||
eyeSprite2Y = 125
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
SetSpriteSolid(eyeSprite, 1)
|
||||
SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC) 'KINEMATIC type makes the sprite able to be moved, but it does not react to dynamic bodies.
|
||||
|
||||
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
|
||||
SetSpriteSolid(eyeSprite2, 1)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
SetSpriteLinearVelocity(eyeSprite, 80, 0)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref GetSpriteType
|
||||
|
||||
@@ -3,5 +3,51 @@
|
||||
|
||||
Returns the frame height of a sprite
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SpriteHeight", 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 eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM eSpriteHeight
|
||||
|
||||
DIM font1
|
||||
|
||||
Font1 = LoadFont("DripOctober.ttf", 16)
|
||||
SetFont(Font1)
|
||||
SetColor(RGB(100, 200, 200))
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, 100, 100)
|
||||
|
||||
eSpriteHeight = SpriteHeight(eyeSprite)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
|
||||
DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
<br>
|
||||
<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
||||
<br>
|
||||
|
||||
#ref SpriteWidth GetSpriteSize
|
||||
|
||||
|
||||
@@ -3,4 +3,51 @@
|
||||
|
||||
Returns true if a sprite is has physics and collision response enabled
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SpriteIsSolid", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM trigger : trigger = 0
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
eyeSprite2X = 400
|
||||
eyeSprite2Y = 125
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
SetSpriteSolid(eyeSprite, 1) 'Setting the sprites as solid means they can collide with one another.
|
||||
|
||||
eyeSprite2 = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y)
|
||||
SetSpriteSolid(eyeSprite2, 1)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
SetSpriteLinearVelocity(eyeSprite, 30, 0)
|
||||
eyeSpriteX = eyeSpriteX + 0.5
|
||||
|
||||
If SpriteIsSolid(eyeSprite2) And trigger = 0 Then
|
||||
Print "Yup I'm solid!"
|
||||
trigger = 1
|
||||
End If
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref SetSpriteSolid
|
||||
|
||||
@@ -3,4 +3,47 @@
|
||||
|
||||
Returns whether the sprite is visible
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM spriteTimer : spriteTimer = Timer()
|
||||
DIM spriteTimerDiff : spriteTimerDiff = 2000
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, 100, 100)
|
||||
SetSpriteVisible(eyeSprite, 0) 'Set the flag to 0 for not visible
|
||||
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
If Timer() - spriteTimer > spriteTimerDiff Then
|
||||
SetSpriteVisible(eyeSprite, 1)
|
||||
Print ("Function Called")
|
||||
End If
|
||||
|
||||
If SpriteIsVisible(eyeSprite) Then
|
||||
Print ("Sprite is Visible")
|
||||
else
|
||||
Print ("Sprite is not visible")
|
||||
End If
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#ref SetSpriteVisible
|
||||
|
||||
@@ -3,4 +3,50 @@
|
||||
|
||||
Returns the frame width of a sprite
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SpriteWidth", 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 eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM eSpriteWidth
|
||||
|
||||
DIM font1
|
||||
|
||||
Font1 = LoadFont("DripOctober.ttf", 16)
|
||||
SetFont(Font1)
|
||||
SetColor(RGB(100, 200, 200))
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, 100, 100)
|
||||
|
||||
eSpriteWidth = SpriteWidth(eyeSprite)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
|
||||
DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
<br>
|
||||
<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
||||
<br>
|
||||
|
||||
#ref SpriteHeight GetSpriteSize
|
||||
|
||||
@@ -3,5 +3,68 @@
|
||||
|
||||
Returns the X position of a sprite on a canvas
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SpriteX", 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 eyeX 'Variables to pass into the function for holding the x value
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
destX = 0
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
clearcanvas()
|
||||
Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
|
||||
If SpriteX(eyeSprite) < 450 And destX = 0 Then
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
eyeSpriteX = eyeSpriteX + 0.5
|
||||
ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then
|
||||
destX = 1
|
||||
'eyeSpriteX = SpriteX(eyeSprite)
|
||||
End If
|
||||
|
||||
If destX = 1 Then
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
eyeSpriteX = eyeSpriteX - 0.5
|
||||
End If
|
||||
|
||||
Canvas(pCanvas)
|
||||
eyeX = SpriteX(eyeSprite) 'change to the standard drawing canvas for drawing text
|
||||
DrawText("Sprite X: " + STR$(eyeX), 10, 30)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
<br>
|
||||
<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
||||
<br>
|
||||
|
||||
#ref SpriteY SetSpritePosition GetSpritePosition
|
||||
|
||||
|
||||
@@ -3,4 +3,66 @@
|
||||
|
||||
Returns the Y position of a sprite on a canvas
|
||||
|
||||
#ref SpriteX SetSpritePosition GetSpritePosition
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("SpriteY", 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 eyeY 'Variables to pass into the function for holding the y value
|
||||
eyeSpriteX = 100
|
||||
eyeSpriteY = 100
|
||||
destY = 0
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
clearcanvas()
|
||||
Canvas(sCanvas) 'change to the sprite canvas for drawing sprites
|
||||
If SpriteY(eyeSprite) < 450 And destY = 0 Then
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
eyeSpriteY = eyeSpriteY + 0.5
|
||||
ElseIf SpriteY(eyeSprite) >= 440 And destY = 0 Then
|
||||
destY = 1
|
||||
End If
|
||||
|
||||
If destY = 1 Then
|
||||
SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY)
|
||||
eyeSpriteY = eyeSpriteY - 0.5
|
||||
End If
|
||||
|
||||
Canvas(pCanvas)
|
||||
eyeY = SpriteY(eyeSprite) 'change to the standard drawing canvas for drawing text
|
||||
DrawText("Sprite Y: " + STR$(eyeY), 10, 30)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
<br>
|
||||
<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
||||
<br>
|
||||
|
||||
#ref SpriteX SetSpritePosition GetSpritePosition SpriteX
|
||||
|
||||
@@ -5,4 +5,68 @@ Returns the drawing priority for sprites.
|
||||
|
||||
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
|
||||
|
||||
#code
|
||||
isFullScreen = false
|
||||
vSync = true
|
||||
winWidth = 640
|
||||
winHeight = 480
|
||||
canViewPortX = 0
|
||||
canViewPortY = 0
|
||||
|
||||
OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
|
||||
pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text
|
||||
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
|
||||
Canvas(sCanvas)
|
||||
|
||||
DIM eye
|
||||
DIM eyeW
|
||||
DIM eyeH
|
||||
DIM eyeZ
|
||||
DIM sword
|
||||
DIM swordW
|
||||
DIM swordH
|
||||
DIM swordZ
|
||||
ReleaseKey = 0
|
||||
|
||||
DIM font1
|
||||
|
||||
Font1 = LoadFont("DripOctober.ttf", 16)
|
||||
SetFont(Font1)
|
||||
SetColor(RGB(100, 200, 200))
|
||||
|
||||
eye = LoadImage("theEye.png")
|
||||
GetImageSize(eye, eyeW, eyeH)
|
||||
|
||||
sword = LoadImage("sword.png")
|
||||
GetImageSize(sword, swordW, swordH)
|
||||
|
||||
eyeSprite = CreateSprite(eye, eyeW, eyeH)
|
||||
SetSpritePosition(eyeSprite, 100, 100)
|
||||
SetSpriteZ(eyeSprite, 1)
|
||||
|
||||
swordSprite = CreateSprite(sword, swordW, swordH)
|
||||
SetSpritePosition(swordSprite, 89, 75)
|
||||
SetSpriteZ(swordSprite, 5)
|
||||
|
||||
While Not Key(K_ESCAPE)
|
||||
|
||||
swordZ = SpriteZ(swordSprite)
|
||||
eyeZ = SpriteZ(eyeSprite)
|
||||
|
||||
Canvas(pCanvas) 'change to the standard drawing canvas for drawing text
|
||||
DrawText("Eye Sprite Z: " + STR$(eyeZ), 10, 30)
|
||||
DrawText("Sword Sprite Z: " + STR$(swordZ), 10, 50)
|
||||
|
||||
Update()
|
||||
Wend
|
||||
#/code
|
||||
|
||||
#image "images/theEye.png"
|
||||
|
||||
#image "images/sword.png"
|
||||
|
||||
<br>
|
||||
<a href="../doc_files/images/DripOctober.ttf">Link to Font (It's locally on your computer, your not downloading anything from the internet)</a>
|
||||
<br>
|
||||
|
||||
#ref SetSpriteZ
|
||||
|
||||
Reference in New Issue
Block a user