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BlitzNext/_release/help/commands/2d_commands/DrawImageRect.htm
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2014-12-08 12:43:20 +13:00

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<h1>DrawImageRect image,x,y,rect_x,rect_y,rect_width,rect_height,[frame]</h1>
<h1>Parameters</h1>
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image = variable holding the image handle
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x = x location on the screen to draw the image
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y = y location on the screen to draw the image
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rect_x = starting x location within the image to draw
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rect_y = starting y location within the image to draw
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rect_width = the height of the area to draw
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rect_height = the width of the area to draw
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frame = optional frame number of image to draw
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<h1>Description</h1>
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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 drawn transparent, just as you normally would draw an image.
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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 no transparency or mask, use DrawBlockRect instead.
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<h1><a href=../2d_examples/DrawImageRect.bb>Example</a></h1>
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; DrawImageRect Example
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; Turn on graphics mode
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Graphics 640,480,16
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; Create new empty graphic to store our circle in
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gfxCircle=CreateImage(50,50)
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; Draw the circle image
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; Set drawing operations to point to our new empty graphic
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SetBuffer ImageBuffer(gfxCircle)
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Color 255,0,0
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; Note the extra space between the circle and the edge of the graphic
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Oval 10,10,30,30,1
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SetBuffer FrontBuffer()
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; Let's draw portions of the circle randomly
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While Not KeyHit(1)
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; We take random sized portions of the circle and put them
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; at a random location ... wash, rinse, and repeat
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DrawImageRect gfxCircle,Rnd(640),Rnd(480),0,0,Rnd(50),Rnd(50),0
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Delay 100
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Wend
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