draw_sprite_hud
/*
** Usage:
** draw_sprite_hud(sprite,subimg,x,y,xscale,yscale,rot,color,alpha)
**
** Description:
** Draws a HUD sprite in a certain position relative
** to the screen regardless of the view or rotation.
**
** Arguments:
** sprite,subimg,x,y, These arguments are exactly the same as for
** xscale,yscale,rot, draw_sprite_ext(). {x,y} is relative to the
** color,alpha top-left corner of the screen.
**
** Returns:
** nothing
**
** GMLscripts.com
*/
{
var xoffset,yoffset,tx,ty;
xoffset = argument2;
yoffset = argument3;
tx = view_xview[0] + view_wview[0]/2 + lengthdir_x(xoffset-view_wview[0]/2,-view_angle[0])
+ lengthdir_x(yoffset-view_hview[0]/2,-view_angle[0]-90);
ty = view_yview[0] + view_hview[0]/2 + lengthdir_y(xoffset-view_wview[0]/2,-view_angle[0])
+ lengthdir_y(yoffset-view_hview[0]/2,-view_angle[0]-90);
draw_sprite_ext(argument0,argument1,tx,ty,argument4,argument5,
-view_angle[0]+argument6,argument7,argument8);
}
** Usage:
** draw_sprite_hud(sprite,subimg,x,y,xscale,yscale,rot,color,alpha)
**
** Description:
** Draws a HUD sprite in a certain position relative
** to the screen regardless of the view or rotation.
**
** Arguments:
** sprite,subimg,x,y, These arguments are exactly the same as for
** xscale,yscale,rot, draw_sprite_ext(). {x,y} is relative to the
** color,alpha top-left corner of the screen.
**
** Returns:
** nothing
**
** GMLscripts.com
*/
{
var xoffset,yoffset,tx,ty;
xoffset = argument2;
yoffset = argument3;
tx = view_xview[0] + view_wview[0]/2 + lengthdir_x(xoffset-view_wview[0]/2,-view_angle[0])
+ lengthdir_x(yoffset-view_hview[0]/2,-view_angle[0]-90);
ty = view_yview[0] + view_hview[0]/2 + lengthdir_y(xoffset-view_wview[0]/2,-view_angle[0])
+ lengthdir_y(yoffset-view_hview[0]/2,-view_angle[0]-90);
draw_sprite_ext(argument0,argument1,tx,ty,argument4,argument5,
-view_angle[0]+argument6,argument7,argument8);
}
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Contributor: EyeGuy
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