The sprite class. Sprites are the basic concept used to display characters, etc. on the game screen.
Creates a new Sprite object. Specifies a Viewport (Viewport) when necessary.
Frees the sprite. If the sprite has already been freed, does nothing.
Returns TRUE if the sprite has been freed.
Gets the Viewport (Viewport) specified when the tilemap was created.
Begins flashing the sprite. duration specifies the number of frames the flash will last.
If color is set to nil, the sprite will disappear while flashing.
Refreshes the sprite flash. As a rule, this method is called once per frame.
It is not necessary to call this method if no flash effect is needed.
Refers to the bitmap (Bitmap) used for the sprite's starting point.
The box (Rect) taken from a bitmap.
The sprite's visibility. If TRUE, the sprite is visible.
The sprite's X-coordinate.
The sprite's Y-coordinate.
The viewport's Z-coordinate. The larger this value, the closer to the player the viewport will be displayed. If multiple objects share the same Z-coordinate, the more recently created object will be displayed closest to the player.
The X-coordinate of the sprite's starting point.
The Y-coordinate of the sprite's starting point.
The sprite's X-axis zoom level. 1.0 denotes actual pixel size.
The sprite's Y-axis zoom level. 1.0 denotes actual pixel size.
The sprite's angle of rotation. Specifies up to 360 degrees of counterclockwise rotation. However, drawing a rotated sprite is time-consuming, so avoid overuse.
Flag denoting the sprite has been flipped horizontally. If TRUE, the sprite will be drawn flipped.
The Bush depth for that sprite. This is a pixel value denoting how much of the sprite's lower portion will be displayed as semitransparent. A simple way to convey a sense of a character's feet being obscured by foliage and the like.
The sprite's opacity (0-255). Values out of range are automatically corrected.
The sprite's blending mode (0: normal, 1: addition, 2: subtraction).
The color (Color) to be blended with the sprite. Alpha values are used in the blending ratio.
Handled separately from the color blended into a flash effect. However, the color with the higher alpha value when displayed will have the higher priority when blended.
The sprite's color tone (Tone).
Converted from CHM to HTML with chm2web Pro 2.85 (unicode) |