ScaleSprite sprite,x_scale#,y_scale#
Parameters
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sprite - sprite handle x_scale# - horizontal scale; 1 (default) y_scale# - vertical scale; 1 (default) |
Description
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Sets the size of a sprite. A sprite spans -1,-1 to +1,+1, so a scale of 1,1 makes it two units across and two units tall. The scale is absolute, not relative, so setting it repeatedly is safe - which is exactly what you want for a smoke puff that grows as it rises, or an explosion flash that swells and fades. The two axes are separate, so uneven scales stretch the sprite: 1,4 gives a tall thin sliver for a laser bolt or a spark trail, 4,1 a wide flat shockwave. Matching the scale to the aspect ratio of the artwork stops a sprite looking squashed. Use this rather than ScaleEntity. A sprite has no mesh to scale, and its size lives in the sprite itself; the same goes for RotateSprite in place of RotateEntity. Scaling happens around the sprite handle, so a sprite handled at its bottom edge grows upwards rather than in both directions - handy for flames and growing plants. The value is interpolated between updates along with everything else, so a sprite that changes size each UpdateWorld still looks smooth at high frame rates. See also: CreateSprite, LoadSprite, HandleSprite, RotateSprite, SpriteViewMode. |
Example
; ScaleSprite Example ; ------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,0,1,-5 light=CreateLight() RotateEntity light,45,45,0 ground=CreatePlane() EntityTexture ground,LoadTexture("media/MossyGround.BMP") ; A pulsing logo pickup logo=LoadSprite("media/b3dlogo.jpg") PositionEntity logo,0,1.5,0 base#=1 pulse#=0 While Not KeyDown(1) ; Change the base size with [ and ] If KeyDown(26) And base>0.2 Then base=base-0.01 If KeyDown(27) And base<3 Then base=base+0.01 ; ScaleSprite sets the sprite's x and y size independently - pulse the ; width and height out of phase for a wobbly pickup effect pulse=pulse+3 x_scale#=base+Sin(pulse)*0.25 y_scale#=base*0.5+Cos(pulse)*0.15 ScaleSprite logo,x_scale,y_scale ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"[ / ]: change base size Arrows: camera Esc: exit" Text 0,20,"ScaleSprite logo,"+x_scale+","+y_scale Flip Wend End
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