Sub GetSpriteScale(sprite, ByRef x, ByRef y)

Gets the scale of a sprite

isFullScreen = false 
vSync = true 
winWidth = 640 
winHeight = 480 
canViewPortX = 0 
canViewPortY = 0 
  
OpenWindow("GetSpriteScale", winWidth, winHeight, isFullScreen, vSync) 
pCanvas = OpenCanvas(2008000200801)                                     '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(100200200)) 
  
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, 100100) 
  
eyeSprite2 = CreateSprite(eye, eyeW, eyeH) 
SetSpritePosition(eyeSprite2, 200100) 
  
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)1030) 
  
Update() 
Wend 


Link to Font (It's locally on your computer, your not downloading anything from the internet)


Related: ScaleSprite SetSpriteScale