61 lines
1.2 KiB
Plaintext
61 lines
1.2 KiB
Plaintext
#title SetSpriteZ [RCBasic Doc]
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#header Sub SetSpriteZ(sprite, z)
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Sets the drawing priority for sprites.
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Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
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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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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 sword
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DIM swordW
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DIM swordH
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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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sword = LoadImage("sword.png")
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GetImageSize(sword, swordW, swordH)
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eyeSprite = CreateSprite(eye, eyeW, eyeH)
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SetSpritePosition(eyeSprite, 100, 100)
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SetSpriteZ(eyeSprite, 1)
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swordSprite = CreateSprite(sword, swordW, swordH)
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SetSpritePosition(swordSprite, 89, 75)
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SetSpriteZ(swordSprite, 5)
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While Not Key(K_ESCAPE)
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If Key(K_SPACE) And ReleaseKey = 0 Then
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SetSpriteZ(eyeSprite, 10) 'This will cause the eye to be drawn behind the sword
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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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Update()
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Wend
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#/code
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#image "images/theEye.png"
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#image "images/sword.png"
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#ref SpriteZ
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