draw_sprite_stretched_ext(sprite, subimg, x, y, w, h, colour, alpha);
Argument | Description |
---|---|
sprite | The index of the sprite to draw. |
subimg | The subimg (frame) of the sprite to draw (image_index or -1 correlate to the current frame of animation in the object). |
x | The x coordinate of where to draw the sprite. |
y | The y coordinate of where to draw the sprite. |
w | The width of the area the stretched sprite will occupy. |
h | The height of the area the stretched sprite will occupy. |
colour | The colour with which to blend the sprite. c_white is to display it normally. |
alpha | The alpha of the sprite (from 0 to 1 where 0 is transparent and 1 opaque). |
Returns: N/A
This function does exactly the same as the draw_sprite_stretched
function with the added ability to set the colour blending and
alpha value for the sprite when it is drawn (similar to the
function draw_sprite_ext).
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, then you can set the font cache size
to try and limit this should it be necessary using the function
sprite_set_cache_size.
draw_sprite_stretched_ext(sprite_index, image_index, x, y, sprite_width / 2, sprite_height / 2, c_white, 0.5);
This will draw the instances assigned sprite and its sub-image with the left corner at the instance x /y position. Its width is set to the same as the sprite, and the height is the sprite height divided by two. It will also be blended normally but have a partially transparent alpha value.