draw_background_general(back, left, top, width, height, x, y, xscale, yscale, rot, c1, c2, c3, c4, alpha);
Argument | Description |
---|---|
back | The index of the background to draw. |
left | The x position on the background of the top left corner of the area to draw. |
top | The y position on the background of the top left corner of the area to draw. |
width | The width of the area to draw. |
height | The height of the area 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. |
c1 | The colour with which to blend the top left area of the background. |
c2 | The colour with which to blend the top right area of the background. |
c3 | The colour with which to blend the bottom right area of the background. |
colour | The colour with which to blend the bottom left area of the background. |
alpha | The alpha of the background (from 0 to 1 where 0 is transparent and 1 opaque). |
Returns: N/A
This function combines the function draw_background_ext with
the function draw_background_part,
adding in some additional blending options so that each corner of
the final background part can be blended with an individual
colour.
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_general(bck_Sky, 8, 8, 32, 32, x, y, 2, 0.5, 180, c_white, c_white, c_black, c_black, 1);
This will draw a 32x32 pixel area from 8x8 pixels into bck_Sky. It will be stretched to double its usual width but half its usual height. It will be opaque, and upside down. The top area of the background will be blended white and hence normal, but the bottom area will be black, meaning the background will go from normal to silhouette downwards in a smooth gradient.