# DrawBlockRect image,x,y,rect_x,rect_y,rect_width,rect_height,[frame]

# Parameters

image = variable holding the image handle x = x location on the screen to draw the image y = y location on the screen to draw the image rect_x = starting x location within the image to draw rect_y = starting y location within the image to draw rect_width = the height of the area to draw rect_height = the width of the area to draw frame = optional frame number of image to draw

# Description

This command will let you draw a rectangular PORTION of an image to the designated location on the screen. The transparent/masked portions of the original image will be ignored and drawn with the image.
This is handy if you are doing something like revealing part of a screen when the player uncovers something (think QIX). You could load the 'picture' into an image, then when the player clears a rectangular region, you could paste that portion of the final image onto the playfield. If you want to draw the image portion with transparency or masking, use DrawImageRect instead.

# Example

; DrawBlockRect Example
; Turn on graphics mode
Graphics 640,480,16
; Create new empty graphic to store our circle in
gfxCircle=CreateImage(50,50)
; Draw the circle image
; Set drawing operations to point to our new empty graphic
SetBuffer ImageBuffer(gfxCircle)
Color 255,0,0
; Note the extra space between the circle and the edge of the graphic
Oval 10,10,30,30,1
SetBuffer FrontBuffer()
; Set the screen to white so you can see the transparent areas
ClsColor 255,255,255
Cls
; Let's draw portions of the circle randomly
While Not KeyHit(1)
; We take random sized portions of the circle and put them
; at a random location ... wash, rinse, and repeat
DrawBlockRect gfxCircle,Rnd(640),Rnd(480),0,0,Rnd(50),Rnd(50),0
Delay 100
Wend

Index
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