#title GetSpriteScale [RCBasic Doc] #header Sub GetSpriteScale(sprite, ByRef x, ByRef y) 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