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 |
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. |
; 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 |