draw_background_ext(back, x, y, xscale, yscale, rot, colour, alpha);
Argument | Description |
---|---|
back | The index of the background to draw. |
x | The x coordinate of where to draw the background. |
y | The y coordinate of where to draw the background. |
xscale | The horizontal scaling of the background. |
yscale | The vertical scaling of the background. |
rot | The rotation of the background. |
colour | The colour with which to blend the background (use -1 or c_white to display it normally). |
alpha | The alpha of the background (from 0 to 1 where 0 is transparent and 1 opaque). |
Returns: N/A
This function will draw the given background as in the function
draw_background but
with additional options to change the scale, blending, rotation and
alpha of the background being drawn. Changing these values does
not modify the resource in any way (only how it is drawn),
and you can use any of the available background
variables instead of direct values for all the arguments in the
function.
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. However all blending in this way creates a duplicate
sprite which is then stored in the cache and used when required.
This is far from optimal and if you use multiple colour changes it
will slow down your games performance unless you activate WebGL. If
you do not wish to use WebGL, and still require blended images,
then you should consider using sprites and setting the sprite cache
to help limit performance issues - see sprite_set_cache_size.
draw_background_ext(bck_Sky, 0, 0, background_xscale[0], background_yscale[0], 0, c_red, 0.5);
The above code will draw a background at the (0,0) position in the room, with the same scale as the background indexed in background[0], blended red and semi transparent.