draw_sprite_tiled_ext(sprite, subimg, x, y, xscale, yscale, colour, alpha);
|sprite||The index of the sprite to draw.|
|subimg||The subimg (frame) of the sprite to draw (image_index or -1 correlate to the current frame of animation in the object).|
|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. A multiplier ' 1 = normal scaling, 0.5 is half etc.|
|yscale||The vertical scaling of the sprite. A multiplier ' 1 = normal scaling, 0.5 is half etc.|
|colour||The colour with which to blend the sprite. c_white is to display it normally.|
|alpha||The alpha of the sprite (from 0 to 1 where 0 is transparent and 1 opaque).|
This function will take a sprite and then repeatedly tile it across the whole view (or room if no view is defined), starting from the coordinates that you give in the function and with each tile scaled, colour blended and with the alpha that you define (these properties are the same as those used in draw_sprite_ext).
draw_sprite_tiled_ext(sprite_index, image_index, x, y, 2, 2, c_red, 0.5);
This will draw the instances assigned sprite (sprite_index) and its current frame of animation (image_index) at the instances own x and y position, but scaled to twice the normal size, blended red and with half the normal alpha. The sprite will be tiled horizontally and vertically across the view.