![]() ![]() ![]() if you do not wish to use WebGL, then you can set the font cache size to try and limit this should it be necessary using the function sprite_set_cache_size. There are also tools for placing grass and bushes, and for distributing meshes automatically over the terrain. This is far from optimal and if you use multiple colour changes it will slow down your games performance unless you activate WebGL. Terrain can be drawn with height painting tools directly in the editor, textures can be painted quickly with automatic texture blending into the terrain. However all blending in this way creates a duplicate sprite which is then stored in the cache and used when required. NOTE: Colour blending is only recommended for the HTML5 target when WebGL is enabled, although you can still set the blending colour if it is not enabled and it will blend the sprite as normal. The image below illustrates how different values affect the drawing of the sprite: Ideal for creating first person shooters, adventures, walkthroughs, simulators, e-learning apps and more. Changing these values does not modify the resource in any way (only how it is drawn), and you can use any of the available sprite variables instead of direct values for all the arguments in the function. This function will draw the given sprite as in the function draw_sprite but with additional options to change the scale, blending, rotation and alpha of the sprite being drawn. The alpha of the sprite (from 0 to 1 where 0 is transparent and 1 opaque). The texture variable is a loaded Texture object. In the following C code example, sprite is assumed to be the rendered Sprite object. Call Sprite.End to signal the end of this batch of sprites. The colour with which to blend the sprite. To draw a sprite: Call Sprite.Begin to prepare the device for drawing sprites. Standalone Tool for Pixel art Games, Customize and Export Sprite Sheets for pixel art Games. 0=right way up, 90=rotated 90 degrees counter-clockwise etc. The vertical scaling of the sprite as a multiplier: 1 = normal scaling, 0.5 is half etc. It will then draw the first frame of the sprite indexed by 'sprHalo' at the same x and y position but 32 pixels 'above'. The horizontal scaling of the sprite, as a multiplier: 1 = normal scaling, 0.5 is half etc. drawsprite ( spriteindex, imageindex, x, y ) drawsprite (sprHalo, 0, x, y-32 ) This will draw the instances assigned sprite (spriteindex) with the current sub-image at the x and y position of the instance within the room. The y coordinate of where to draw the sprite. The x coordinate of where to draw the sprite. The subimg (frame) of the sprite to draw (image_index or -1 correlate to the current frame of animation in the object). The location of the sprite is changed slightly, between each displayed. Syntax: draw_sprite_ext( sprite, subimg, x, y, xscale, yscale, rot, colour, alpha ) More detailed hand-drawn animation, requiring a team of animators drawing each. Draws a sprite at a given position, with customizable scaling, rotation, blend and alpha. ![]()
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