With the SPRITE AT
action you can indicate the position where the sprite will
be placed. The positioning will happen instantly, and the sprite will be drawn in
that position as soon as the video raster line reaches that position. Note that the
position is indicated in sprites coordinates, and not in pixels: it follows that it
is necessary to carry out the appropriate proportions using the constants (percentiles)
SCREEN SPRITE RATIO X
and SCREEN SPRITE RATIO Y
.
Additionally, the video screen may have a border around the area actually accessible
to the graphics chipset: as a result, a hardware sprite positioned with a coordinate
that falls within the border may not be visible. To remedy this problem, and ensure
that the sprite is visible, it is necessary to start from the positions induced
by the SCREEN BORDER X
and SCREEN BORDER Y
coordinates.
Finally, please note that the keyword to use is only AT
, which must therefore be
prefixed by the SPRITE
keyword and the sprite index. It is possible to
juxtapose multiple AT
instructions but, obviously, the processor speed is such
that only the last one that counts will be the one that counts.
SPRITE index AT (x1, y1) [command [command ...]]
SPRITE #1 AT ( #100, #100 )
Join BASIC 10Liner Contest with ugBASIC!
An interesting competition is held at the beginning of each year: the
BASIC 10Liner Contest.
It is possible to use ugBASIC to participate in the next
"BASIC10Liner" competition, in the following categories:
SPRITE AT (command) ↔ SprAt
If you have found a problem with this keyword, if you think there is a bug or, more
simply, you would like it to be improved, open an issue for this example on GitHub.
Thank you!
open an issue
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