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draw_sprite_tiles

Thomas edited this page Aug 25, 2020 · 2 revisions

uiz_draw_sprite_tiles_

A function drawing a sprite an x number of times on a square/rectangle from point (x1,y1) to (x2,y2).

Repeatx and repeaty must be numbers above 0, but can be a decimal number. This means you can for example give repeatx a value of 2.5 and it will draw the sprite 2 times, and than another halve of that sprite will be added. It is recommended that you set texture_set_repeat to false, else artifacts may occur.

  • uiz_draw_sprite_tiles(sprite, img, x1, y1, x2, y2, repeatX, repeatY, color, alpha, outerEdgeX, outerEdgeY):

    • sprite: The sprite to draw.
    • img: The sub image of the sprite to draw.
    • x1: The x coordinate of the left side of your sprite.
    • y1: The y coordinate of the top side of your sprite.
    • x2: The x coordinate of the right side of your sprite.
    • y2: The y coordinate of the bottom side of your sprite.
    • repeatX: How many times the sprite should be tiled in the horizontal direction. This may be a decimal number like 2.5.
    • repeatY: How many times the sprite should be tiled in the vertical direction. This may be a decimal number like 2.5.
    • color[c_white]: What color blend the sprite should have.
    • alpha[1]: What alpha the sprite should have.
    • outerEdgeX[0]: Set this to a value higher than zero to remove outerEdgeX on the left and right of your original sprite. (Use this to remove a border around your sprite)
    • outerEdgeY[0]: Set this to a value higher than zero to remove outerEdgeY on the top and bottom of your original sprite. (Use this to remove a border around your sprite)
  • uiz_draw_sprite_tiles_flippedx(sprite, img, x1, y1, x2, y2, repeatX, repeatY, color, alpha): Does the same as uiz_draw_sprite_tiles, but mirrors the sprites horizontally.

    • sprite: The sprite to draw.
    • img: The sub image of the sprite to draw.
    • x1: The x coordinate of the left side of your sprite.
    • y1: The y coordinate of the top side of your sprite.
    • x2: The x coordinate of the right side of your sprite.
    • y2: The y coordinate of the bottom side of your sprite.
    • repeatX: How many times the sprite should be tiled in the horizontal direction. This may be a decimal number like 2.5.
    • repeatY: How many times the sprite should be tiled in the vertical direction. This may be a decimal number like 2.5.
    • color[c_white]: What color blend the sprite should have.
    • alpha[1]: What alpha the sprite should have.
  • uiz_draw_sprite_tiles_flippedy(sprite, img, x1, y1, x2, y2, repeatX, repeatY, color, alpha): Does the same as uiz_draw_sprite_tiles, but mirrors the sprites vertically.

    • sprite: The sprite to draw.
    • img: The sub image of the sprite to draw.
    • x1: The x coordinate of the left side of your sprite.
    • y1: The y coordinate of the top side of your sprite.
    • x2: The x coordinate of the right side of your sprite.
    • y2: The y coordinate of the bottom side of your sprite.
    • repeatX: How many times the sprite should be tiled in the horizontal direction. This may be a decimal number like 2.5.
    • repeatY: How many times the sprite should be tiled in the vertical direction. This may be a decimal number like 2.5.
    • color[c_white]: What color blend the sprite should have.
    • alpha[1]: What alpha the sprite should have.
  • uiz_draw_sprite_tiles_flippedx(sprite, img, x1, y1, x2, y2, repeatX, repeatY, color, alpha): Does the same as uiz_draw_sprite_tiles, but mirrors the sprites horizontally.

    • sprite: The sprite to draw.
    • img: The sub image of the sprite to draw.
    • x1: The x coordinate of the left side of your sprite.
    • y1: The y coordinate of the top side of your sprite.
    • x2: The x coordinate of the right side of your sprite.
    • y2: The y coordinate of the bottom side of your sprite.
    • repeatX: How many times the sprite should be tiled in the horizontal direction. This may be a decimal number like 2.5.
    • repeatY: How many times the sprite should be tiled in the vertical direction. This may be a decimal number like 2.5.
    • color[c_white]: What color blend the sprite should have.
    • alpha[1]: What alpha the sprite should have.
  • uiz_draw_sprite_tiles_rotation(sprite, img, x1, y1, x2, y2, repeatX, repeatY, color, alpha, outerEdgeX, outerEdgeY, rotate): Does the same as uiz_draw_sprite_tiles, but rotates the sprite by a specified amount.

    • sprite: The sprite to draw.
    • img: The sub image of the sprite to draw.
    • x1: The x coordinate of the left side of your sprite.
    • y1: The y coordinate of the top side of your sprite.
    • x2: The x coordinate of the right side of your sprite.
    • y2: The y coordinate of the bottom side of your sprite.
    • repeatX: How many times the sprite should be tiled in the horizontal direction. This may be a decimal number like 2.5.
    • repeatY: How many times the sprite should be tiled in the vertical direction. This may be a decimal number like 2.5.
    • color[c_white]: What color blend the sprite should have.
    • alpha[1]: What alpha the sprite should have.
    • outerEdgeX[0]: Set this to a value higher than zero to remove outerEdgeX on the left and right of your original sprite. (Use this to remove a border around your sprite)
    • outerEdgeY[0]: Set this to a value higher than zero to remove outerEdgeY on the top and bottom of your original sprite. (Use this to remove a border around your sprite)
    • rotate: How far the sprite should be rotated. The rotation is counter clockwise and can only be set to whole 90 degrees. These values are allowed (and no other values):
      • 0
      • 90
      • 180
      • 270

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