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The top area of the sprite will be blended white and hence normal, but the bottom area will be black, meaning the sprite will go from normal to a silhouette downwards in a smooth gradient. It will be stretched to double its usual width but half its usual height. This will draw the instances assigned sprite (sprite_index) and its current frame of animation (image_index), however it will shave an 8px margin off all four sides of the sprite. The alpha of the sprite (from 0 to 1 where 0 is transparent and 1 opaque).ĭraw_sprite_general(sprite_index, image_index, 8, 8, sprite_width-16, sprite_height-16, x, y, 2, 0.5, 180, c_white, c_white, c_black, c_black, 1) The colour with which to blend the bottom left area of the sprite. The colour with which to blend the bottom right area of the sprite. The colour with which to blend the top right area of the sprite. The colour with which to blend the top left area of the sprite. 0=normal, 90=turned 90 degrees counter-clockwise etc. The vertical scaling of the sprite, as a multiplier: 1 = normal scaling, 0.5 is half etc. The horizontal scaling of the sprite, as a multiplier: 1 = normal scaling, 0.5 is half etc. There are also tools for placing grass and bushes, and for distributing meshes automatically over the terrain.
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The y coordinate of where to draw the sprite. Terrain can be drawn with height painting tools directly in the editor, textures can be painted quickly with automatic texture blending into the terrain. The x coordinate of where to draw the sprite. The y position on the sprite of the top left corner of the area to draw. 5.2 and newer: download: Animated Minotaur: Low poly minutaur model, with all animations for CopperCube behaviors. 5.2 and newer: download: Animated Goblin: Low poly goblin model, with all animations for CopperCube behaviors: Jaime A. The x position on the sprite of the top left corner of the area to draw. Low poly space fighter, has all animations to be used with CopperCube behaviors: Jaime A. The subimg (frame) of the sprite to draw (image_index or -1 correlate to the current frame of animation in the object). You should be using the draw_skeleton_* functions instead.ĭraw_sprite_general(sprite, subimg, left, top, width, height, x, y, xscale, yscale, rot, c1, c2, c3, c4, alpha) Argument NOTE: This function may not work as expected when using skeleton animation sprites, and you may find that the function only draws the first frame of the default pose. The font cache size to try and limit this should it be necessary using the function sprite_set_cache_size().
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if you do not wish to use WebGL, then you can set This is far from optimal and if you use multiple colour changes it will slow down your games performance unless you activate WebGL.
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Sprite which is then stored in the cache and used when required. However all blending in this way creates a duplicate 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. This function combines the function draw_sprite_ext() with the function draw_sprite_part(), adding in some additional blending options so that each corner of theįinal sprite part can be blended with an individual colour.
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