draw_skeleton_collision

Draws the collision masks for a given frame of a skeletal animation with transforms.

Syntax:

draw_skeleton_collision(sprite, animname, frame, x, y, xscale, yscale, rot, colour)


Argument Description
sprite The index of the sprite to draw.
animname The name of the animation to get the frame from (a string).
frame The animation frame to draw (from 0 to image_number - 1).
x The x coordinate of where to draw the sprite.
y The y coordinate of where to draw the sprite.
xscale The horizontal scaling of the sprite, as a multiplier: 1 = normal scaling, 0.5 is half etc...
yscale The vertical scaling of the sprite, as a multiplier: 1 = normal scaling, 0.5 is half etc...
rot The rotation of the sprite. 0=normal, 90=turned 90 degrees counter-clockwise etc.
colour The colour with which to blend the sprite.


Returns: N/A


Description

This function will draw the collision masks associated with the given skeletal animation. You supply the base sprite, the animation set to use and the frame to get the information from, and you can also set the transform properties to suit.

IMPORTANT! This function is not available with the Trial Licence of the product.


Example:

draw_skeleton_collision(sprite_index, "jump", image_index, x, y, image_xscale, image_yscale, image_angle, c_white);

The above code will draw the collision mask data for the current sprite, using the current transforms, for the animation set "jump".


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Next: draw_skeleton_time
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