From d7b14409179fa6b03e88a815207f0c8a578f046e Mon Sep 17 00:00:00 2001 From: arc1tec4 Date: Wed, 11 Dec 2024 14:14:00 -0700 Subject: [PATCH] Add files via upload --- doc/files/deletesprite.txt | 44 ++++++++++ doc/files/getspriteposition.txt | 64 +++++++++++++++ doc/files/getspriterotation.txt | 60 ++++++++++++++ doc/files/getspritescale.txt | 70 ++++++++++++++++ doc/files/getspritesize.txt | 48 +++++++++++ doc/files/getspritesource.txt | 37 +++++++++ doc/files/getspritetype.txt | 68 +++++++++++++++- doc/files/setspriteposition.txt | 39 +++++++++ doc/files/setspriterotation.txt | 36 +++++++++ doc/files/setspritescale.txt | 37 +++++++++ doc/files/setspritesolid.txt | 42 ++++++++++ doc/files/setspritesource.txt | 34 ++++++++ doc/files/setspritetype.txt | 139 ++++++++++++++++++++++++++++++++ doc/files/spriteheight.txt | 46 +++++++++++ doc/files/spriteissolid.txt | 47 +++++++++++ doc/files/spriteisvisible.txt | 43 ++++++++++ doc/files/spritewidth.txt | 46 +++++++++++ doc/files/spritex.txt | 63 +++++++++++++++ doc/files/spritey.txt | 64 ++++++++++++++- doc/files/spritez.txt | 64 +++++++++++++++ 20 files changed, 1087 insertions(+), 4 deletions(-) diff --git a/doc/files/deletesprite.txt b/doc/files/deletesprite.txt index 602dfed..aea9cd6 100644 --- a/doc/files/deletesprite.txt +++ b/doc/files/deletesprite.txt @@ -2,3 +2,47 @@ #header Sub DeleteSprite( sprite ) Removes a sprite from memory + +Here is an example: + +#code + isFullScreen = false + vSync = true + winWidth = 640 + winHeight = 480 + canViewPortX = 0 + canViewPortY = 0 + + OpenWindow("CreateSprite", winWidth, winHeight, isFullScreen, vSync) + sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) + Canvas(sCanvas) + + DIM eye + DIM eyeW + DIM eyeH + + eye = LoadImage("theEye.png") + GetImageSize(eye, eyeW, eyeH) + + eyeSprite = CreateSprite(eye, eyeW, eyeH) + SetSpritePosition(eyeSprite, 100, 100) + + eyeSprite2 = CreateSprite(eye, eyeW, eyeH) + SetSpritePosition(eyeSprite2, 150, 100) + + timePassed = Timer() + timePassedDiff = 2000 + + While Not Key(K_ESCAPE) + + If Timer() - timePassed > timePassedDiff Then 'After 2 seconds eyeSprite2 will be deleted + DeleteSprite(eyeSprite2) + End If + + Update() + Wend +#/code + +#image "images/theEye.png" + +#ref OpenCanvasSpriteLayer SetSpritePosition CreateSprite diff --git a/doc/files/getspriteposition.txt b/doc/files/getspriteposition.txt index f806908..d0063b9 100644 --- a/doc/files/getspriteposition.txt +++ b/doc/files/getspriteposition.txt @@ -3,4 +3,68 @@ Gets the position of a sprite on the canvas +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("GetSpritePosition", 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 and y values +DIM eyeY +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 + End If + + If destX = 1 Then + SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) + eyeSpriteX = eyeSpriteX - 0.5 + End If + + GetSpritePosition(eyeSprite, eyeX, eyeY) + Canvas(pCanvas) 'change to the standard drawing canvas for drawing text + DrawText("Sprite X: " + STR$(eyeX), 10, 30) + DrawText("Sprite Y: " + STR$(eyeY), 10, 50) + + Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref TranslateSprite SetSpritePosition diff --git a/doc/files/getspriterotation.txt b/doc/files/getspriterotation.txt index 92b3159..21a2c8a 100644 --- a/doc/files/getspriterotation.txt +++ b/doc/files/getspriterotation.txt @@ -3,4 +3,64 @@ Returns the angle the sprite is rotated by +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("GetSpriteRotation", 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 eyeAngle 'Variable to hold the sprites angle value +DIM displayAngle +ReleaseKey = 0 + +eye = LoadImage("theEye.png") +GetImageSize(eye, eyeW, eyeH) + +eyeSprite = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite, 100, 100) + +'RotateSprite(eyeSprite, eyeAngle) + +While Not Key(K_ESCAPE) +ClearCanvas() +Canvas(sCanvas) + +If Key(K_SPACE) And ReleaseKey = 0 Then + eyeAngle = 30 + RotateSprite(eyeSprite, eyeAngle) + ReleaseKey = 1 +ElseIf Not Key(K_SPACE) And ReleaseKey = 1 then + ReleaseKey = 0 +End If + +displayAngle = GetSpriteRotation(eyeSprite) +Canvas(pCanvas) 'change to the standard drawing canvas for drawing text +DrawText("Sprite Angle: " + STR$(displayAngle), 10, 30) + +Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SetSpriteRotation RotateSprite diff --git a/doc/files/getspritescale.txt b/doc/files/getspritescale.txt index 2934309..85c6e63 100644 --- a/doc/files/getspritescale.txt +++ b/doc/files/getspritescale.txt @@ -3,4 +3,74 @@ Gets the scale of a sprite +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync) +pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text +sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) +Canvas(sCanvas) + +DIM font1 + +Font1 = LoadFont("DripOctober.ttf", 16) +SetFont(Font1) +SetColor(RGB(100, 200, 200)) + +DIM eye +DIM eyeW +DIM eyeH +DIM eyeScale 'Variable to hold the sprites scale +ReleaseKey = 0 +eyeScale = 2 + +DIM eyeScaleX +DIM eyeScaleY + +eye = LoadImage("theEye.png") +GetImageSize(eye, eyeW, eyeH) + +eyeSprite = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite, 100, 100) + +eyeSprite2 = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite2, 200, 100) + +SetSpriteScale(eyeSprite2, eyeScale, eyeScale) + +While Not Key(K_ESCAPE) +ClearCanvas() +Canvas(sCanvas) + +If Key(K_UP) And ReleaseKey = 0 Then + eyeScale = 1.1 + ScaleSprite(eyeSprite2, eyeScale, eyeScale) + ReleaseKey = 1 +ElseIf Key(K_DOWN) And ReleaseKey = 0 Then + eyeScale = 0.9 + ScaleSprite(eyeSprite2, eyeScale, eyeScale) + ReleaseKey = 1 +ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then + ReleaseKey = 0 +End If + +GetSpriteScale(eyeSprite2, eyeScaleX, eyeScaleY) +Canvas(pCanvas) 'change to the standard drawing canvas for drawing text +DrawText("Sprite Scale X: " + STR$(eyeScaleX), 10, 30) + +Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref ScaleSprite SetSpriteScale diff --git a/doc/files/getspritesize.txt b/doc/files/getspritesize.txt index c841c9a..72f531f 100644 --- a/doc/files/getspritesize.txt +++ b/doc/files/getspritesize.txt @@ -3,4 +3,52 @@ Gets the size of a sprite's frames +#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 eSpriteWidth +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) + +GetSpriteSize(eyeSprite, eSpriteWidth, eSpriteHeight) + +While Not Key(K_ESCAPE) + Canvas(pCanvas) 'change to the standard drawing canvas for drawing text + DrawText("EyeSprite Width " + STR$(eSpriteWidth), 10, 30) + DrawText("EyeSprite Height " + STR$(eSpriteHeight), 10, 50) + + Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref CreateSprite diff --git a/doc/files/getspritesource.txt b/doc/files/getspritesource.txt index 58db383..16bba50 100644 --- a/doc/files/getspritesource.txt +++ b/doc/files/getspritesource.txt @@ -3,4 +3,41 @@ Returns the source image the sprite renders its frames from +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("GetSpriteSource", winWidth, winHeight, isFullScreen, vSync) +sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) +Canvas(sCanvas) + +DIM frown +DIM frownW +DIM frownH +DIM spSource$ + +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() + spSource$ = STR$(GetSpriteSource(frown)) + Print spSource$ +Wend +#/code + +#image "images/frowny1.png" +#image "images/frowny2.png" + #ref SetSpriteSource CreateSprite diff --git a/doc/files/getspritetype.txt b/doc/files/getspritetype.txt index 2c789e6..c037a26 100644 --- a/doc/files/getspritetype.txt +++ b/doc/files/getspritetype.txt @@ -7,9 +7,71 @@ By default, sprites are dynamic when they are created. Possible types returned #list ul -#li SPRITE_TYPE_STATIC -#li SPRITE_TYPE_KINEMATIC -#li SPRITE_TYPE_DYNAMIC +#li SPRITE_TYPE_STATIC (0) +#li SPRITE_TYPE_KINEMATIC (1) +#li SPRITE_TYPE_DYNAMIC (2) #/list +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("GetSpriteType", 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 +eyeSpriteX = 100 +eyeSpriteY = 100 +eyeSprite2X = 400 +eyeSprite2Y = 125 + +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, eyeSpriteX, eyeSpriteY) +SetSpriteSolid(eyeSprite, 1) +SetSpriteType(eyeSprite, SPRITE_TYPE_KINEMATIC) + +'The flags for each type are SPRITE_TYPE_STATIC = 0 +' SPRITE_TYPE_KINEMATIC = 1 +' SPRITE_TYPE_DYNAMIC = 2 + +eyeSprite2 = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite2, eyeSprite2X, eyeSprite2Y) +SetSpriteSolid(eyeSprite2, 1) +SetSpriteType(eyeSprite2, SPRITE_TYPE_DYNAMIC) + +While Not Key(K_ESCAPE) + ClearCanvas() + Canvas(sCanvas) + + Canvas(pCanvas) 'change to the standard drawing canvas for drawing text + + DrawText("Sprite on left type: " + STR$(GetSpriteType(eyeSprite)), 10, 30) + + Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SetSpriteType diff --git a/doc/files/setspriteposition.txt b/doc/files/setspriteposition.txt index 1cc16ce..4296279 100644 --- a/doc/files/setspriteposition.txt +++ b/doc/files/setspriteposition.txt @@ -4,3 +4,42 @@ Sets the position of the sprite in the canvas Note: This is canvas position and not screen position + +#code + isFullScreen = false + vSync = true + winWidth = 640 + winHeight = 480 + canViewPortX = 0 + canViewPortY = 0 + + OpenWindow("SetSpritePosition", winWidth, winHeight, isFullScreen, vSync) + sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) + Canvas(sCanvas) + + DIM eye + DIM eyeW + DIM eyeH + eyeSpriteX = 100 + eyeSpriteY = 100 + + eye = LoadImage("theEye.png") + GetImageSize(eye, eyeW, eyeH) + + eyeSprite = CreateSprite(eye, eyeW, eyeH) + SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) 'Position on the canvas the sprite will initially be drawn. + + speed = 0.4 + + While Not Key(K_ESCAPE) + + SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) + eyeSpriteX = eyeSpriteX + speed 'Speed will be added to sprites X position, sprite will move to the right gradually + + Update() + Wend +#/code + +#image "images/theEye.png" + +#ref OpenCanvasSpriteLayer CreateSprite diff --git a/doc/files/setspriterotation.txt b/doc/files/setspriterotation.txt index 1ca2c9f..842bbd2 100644 --- a/doc/files/setspriterotation.txt +++ b/doc/files/setspriterotation.txt @@ -3,5 +3,41 @@ Sets the angle the sprite is rotated by +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("SetSpriteRotation", winWidth, winHeight, isFullScreen, vSync) +sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) +Canvas(sCanvas) + +DIM eye +DIM eyeW +DIM eyeH +DIM eyeAngle 'Variable to hold the sprites angle value + +eye = LoadImage("theEye.png") +GetImageSize(eye, eyeW, eyeH) + +eyeSprite = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite, 100, 100) + +While Not Key(K_ESCAPE) +'ClearCanvas() For a sprite layer canvas, you don't need to call ClearCanvas. It's automatically called. + +SetSpriteRotation(eyeSprite, eyeAngle) + +eyeAngle = eyeAngle + 0.3 + +Update() 'Update automatically deals with drawing the sprites on the sprite canvas. +Wend +#/code + +#image "images/theEye.png" + #ref GetSpriteRotation RotateSprite diff --git a/doc/files/setspritescale.txt b/doc/files/setspritescale.txt index 6bce8ed..4b022c2 100644 --- a/doc/files/setspritescale.txt +++ b/doc/files/setspritescale.txt @@ -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 diff --git a/doc/files/setspritesolid.txt b/doc/files/setspritesolid.txt index bc78604..ffab8c6 100644 --- a/doc/files/setspritesolid.txt +++ b/doc/files/setspritesolid.txt @@ -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 diff --git a/doc/files/setspritesource.txt b/doc/files/setspritesource.txt index ab6b476..8b6b529 100644 --- a/doc/files/setspritesource.txt +++ b/doc/files/setspritesource.txt @@ -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 diff --git a/doc/files/setspritetype.txt b/doc/files/setspritetype.txt index 785e484..20ae6a2 100644 --- a/doc/files/setspritetype.txt +++ b/doc/files/setspritetype.txt @@ -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 diff --git a/doc/files/spriteheight.txt b/doc/files/spriteheight.txt index 38dd2bf..92dbbe3 100644 --- a/doc/files/spriteheight.txt +++ b/doc/files/spriteheight.txt @@ -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" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SpriteWidth GetSpriteSize diff --git a/doc/files/spriteissolid.txt b/doc/files/spriteissolid.txt index 842785f..f11e968 100644 --- a/doc/files/spriteissolid.txt +++ b/doc/files/spriteissolid.txt @@ -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 diff --git a/doc/files/spriteisvisible.txt b/doc/files/spriteisvisible.txt index 202c2c4..ea784c1 100644 --- a/doc/files/spriteisvisible.txt +++ b/doc/files/spriteisvisible.txt @@ -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 diff --git a/doc/files/spritewidth.txt b/doc/files/spritewidth.txt index 1971359..0de5f6a 100644 --- a/doc/files/spritewidth.txt +++ b/doc/files/spritewidth.txt @@ -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$(eSpriteWidth), 10, 30) + + Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SpriteHeight GetSpriteSize diff --git a/doc/files/spritex.txt b/doc/files/spritex.txt index 15d8cfa..da1d886 100644 --- a/doc/files/spritex.txt +++ b/doc/files/spritex.txt @@ -3,5 +3,68 @@ Returns the X position of a sprite on a canvas +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("SpriteX", winWidth, winHeight, isFullScreen, vSync) +pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text +sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) +Canvas(sCanvas) + +DIM font1 + +Font1 = LoadFont("DripOctober.ttf", 16) +SetFont(Font1) +SetColor(RGB(100, 200, 200)) + +DIM eye +DIM eyeW +DIM eyeH +DIM eyeX 'Variables to pass into the function for holding the x value +eyeSpriteX = 100 +eyeSpriteY = 100 +destX = 0 + +eye = LoadImage("theEye.png") +GetImageSize(eye, eyeW, eyeH) + +eyeSprite = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) + +While Not Key(K_ESCAPE) +clearcanvas() +Canvas(sCanvas) 'change to the sprite canvas for drawing sprites +If SpriteX(eyeSprite) < 450 And destX = 0 Then + SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) + eyeSpriteX = eyeSpriteX + 0.5 +ElseIf SpriteX(eyeSprite) >= 440 And destX = 0 Then + destX = 1 + 'eyeSpriteX = SpriteX(eyeSprite) +End If + +If destX = 1 Then + SetSpritePosition(eyeSprite, eyeSpriteX, eyeSpriteY) + eyeSpriteX = eyeSpriteX - 0.5 +End If + +Canvas(pCanvas) +eyeX = SpriteX(eyeSprite) 'change to the standard drawing canvas for drawing text +DrawText("Sprite X: " + STR$(eyeX), 10, 30) + +Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SpriteY SetSpritePosition GetSpritePosition diff --git a/doc/files/spritey.txt b/doc/files/spritey.txt index eec9065..1e4de30 100644 --- a/doc/files/spritey.txt +++ b/doc/files/spritey.txt @@ -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$(eyeY), 10, 30) + +Update() +Wend +#/code + +#image "images/theEye.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ +#ref SpriteX SetSpritePosition GetSpritePosition SpriteX diff --git a/doc/files/spritez.txt b/doc/files/spritez.txt index b07e400..a771676 100644 --- a/doc/files/spritez.txt +++ b/doc/files/spritez.txt @@ -5,4 +5,68 @@ Returns the drawing priority for sprites. Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top +#code +isFullScreen = false +vSync = true +winWidth = 640 +winHeight = 480 +canViewPortX = 0 +canViewPortY = 0 + +OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync) +pCanvas = OpenCanvas(200, 80, 0, 0, 200, 80, 1) 'Need to open a canvas for drawing the text +sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight) +Canvas(sCanvas) + +DIM eye +DIM eyeW +DIM eyeH +DIM eyeZ +DIM sword +DIM swordW +DIM swordH +DIM swordZ +ReleaseKey = 0 + +DIM font1 + +Font1 = LoadFont("DripOctober.ttf", 16) +SetFont(Font1) +SetColor(RGB(100, 200, 200)) + +eye = LoadImage("theEye.png") +GetImageSize(eye, eyeW, eyeH) + +sword = LoadImage("sword.png") +GetImageSize(sword, swordW, swordH) + +eyeSprite = CreateSprite(eye, eyeW, eyeH) +SetSpritePosition(eyeSprite, 100, 100) +SetSpriteZ(eyeSprite, 1) + +swordSprite = CreateSprite(sword, swordW, swordH) +SetSpritePosition(swordSprite, 89, 75) +SetSpriteZ(swordSprite, 5) + +While Not Key(K_ESCAPE) + +swordZ = SpriteZ(swordSprite) +eyeZ = SpriteZ(eyeSprite) + +Canvas(pCanvas) 'change to the standard drawing canvas for drawing text +DrawText("Eye Sprite Z: " + STR$(eyeZ), 10, 30) +DrawText("Sword Sprite Z: " + STR$(swordZ), 10, 50) + +Update() +Wend +#/code + +#image "images/theEye.png" + +#image "images/sword.png" + +
+Link to Font (It's locally on your computer, your not downloading anything from the internet) +
+ #ref SetSpriteZ