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arc1tec4
2024-12-11 14:14:00 -07:00
committed by GitHub
parent 38021bf1fa
commit d7b1440917
20 changed files with 1087 additions and 4 deletions

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@@ -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

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@@ -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"
<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 TranslateSprite SetSpritePosition

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@@ -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"
<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 SetSpriteRotation RotateSprite

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@@ -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"
<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 ScaleSprite SetSpriteScale

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@@ -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"
<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 CreateSprite

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@@ -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

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@@ -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"
<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 SetSpriteType

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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