draw_sprite_tiled_area_ext

Downloaddraw_sprite_tiled_area_ext(sprite,subimg,x,y,x1,y2,x2,y2,color,alpha)   Fills a rectangular region with a repeating subimage of a sprite using color blending and alpha.
/*
**  Usage:
**      draw_sprite_tiled_area_ext(sprite,subimg,x,y,x1,y2,x2,y2,color,alpha)
**
**  Arguments:
**      sprite  the sprite to be drawn
**      subimg  the sub image of the sprite to be drawn
**      x,y     the offset of the tiled area, as defined by a point
**              the sprite will/would be drawn
**      x1,y1   top left corner of the rectangle defining the area
**      x2,y2   bottom right corner of the area
**      color   the color mask that you want to blend the sprite with
**      alpha   the alpha value to draw it at
**
**  Notes:
**      x1 MUST be less than x2, and y1 less than y2
**      (x,y) doesn't have to be in the area, but if it is, then some
**      drawn sprite will have it's origin at this point
**
**  GMLscripts.com
*/

{
    var sprite,subimg,xx,yy,x1,y1,x2,y2;
    sprite = argument0;
    subimg = argument1;
    xx = argument2;
    yy = argument3;
    x1 = argument4;
    y1 = argument5;
    x2 = argument6;
    y2 = argument7;

    var sw,sh,i,j,jj,left,top,width,height,X,Y;
    sw = sprite_get_width(sprite);
    sh = sprite_get_height(sprite);

    i = x1 - ((x1 mod sw)-(xx mod sw)) - sw*((x1 mod sw)<(xx mod sw));
    j = y1 - ((y1 mod sh)-(yy mod sh)) - sh*((y1 mod sh)<(yy mod sh));
    jj = j;

    for(i=i; i<=x2; i+=sw) {
        for(j=j ;j<=y2; j+=sh) {

            if(i <= x1) left = x1-i;
            else left = 0;
            X = i+left;

            if(j <= y1)top = y1-j;
            else top = 0;
            Y = j+top;

            if(x2 <= i+sw) width = ((sw)-(i+sw-x2)+1)-left;
            else width = sw-left;

            if(y2 <= j+sh) height = ((sh)-(j+sh-y2)+1)-top;
            else height = sh-top;

            draw_sprite_part_ext(sprite,subimg,left,top,width,height,X,Y,1,1,argument8,argument9);
        }
        j = jj;
    }
}

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