SPRITEMOVEXY
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Description
- This BASIC sprite command will cause a sprite to move automatically on each DRAWSPRITES execution.
- Two variables define the amount of pixels to move on each coordinate. Setting those to 0 (zero) will cause the sprite to stop moving.
- The Background and Sprites will not show up until a DRAWSPRITES command is issued.
Syntax
Graphic Box Control
- Print #Handle.Extension, "spritemovexy spritename x y"
- #Handle.Extension, "spritemovexy spritename x y"
- #Handle.Extension "spritemovexy spritename x y"
- Print #Handle.Extension, "spritemovexy spritename "; varx;" "; vary
- #Handle.Extension, "spritemovexy spritename "; varx;" "; vary
- #Handle.Extension "spritemovexy spritename "; varx;" "; vary
Graphics Type Window
- Print #Handle, "spritemovexy spritename x y"
- #Handle, "spritemovexy spritename x y"
- #Handle "spritemovexy spritename x y"
- Print #Handle, "spritemovexy spritename "; varx;" "; vary
- #Handle, "spritemovexy spritename "; varx;" "; vary
- #Handle "spritemovexy spritename "; varx;" "; vary
Hints
- The sprites could be several images of a character walking.
- Only one graphicbox or graphics window in a program may use sprites.
Example
- This example uses the image from above. Save it to a folder of your choice and run this code from the same folder.
NOMAINWIN
LOADBMP "BMP","sprite_jb_guy_1.bmp"
Open "Just BASIC - Sprite Demo - SpriteMoveXY" For Graphics_nsb_nf as #main
#main "Trapclose [quit]"
#main "AddSprite player BMP"
[startMoving]
#main "SpriteMoveXY player 3 3"
Timer 100, [repeat]
Wait
[repeat]
#main "Drawsprites"
wait
[quit]
Timer 0
Close #main
UNLOADBMP "BMP"
End
Useful Procedures
' Place a useful function or sub using this keyword here