draw_background_ext(back, x, y, xscale, yscale, rot, colour, alpha);
Argument | Description |
---|---|
back | The index of the background to draw. |
x | The x coordinate of where to draw the background. |
y | The y coordinate of where to draw the background. |
xscale | The horizontal scaling of the background. |
yscale | The vertical scaling of the background. |
rot | The rotation of the background. |
colour | The colour with which to blend the background (use -1 or c_white to display it normally). |
alpha | The alpha of the background (from 0 to 1 where 0 is transparent and 1 opaque). |
Returns: N/A
This function will draw the given background as in the function draw_background but with additional options to change the scale, blending, rotation and alpha
of the background being drawn. Changing these values does not modify the resource in any way (only how it is drawn), and you can use any of the available
background variables instead of direct values for all the arguments in the function.
NOTE: Colour blending is only recommended for the HTML5 target when WebGL is enabled, although you can still set the blending colour if it is not enabled and it will blend the sprite as normal. However
all blending in this way creates a duplicate sprite which is then stored in the cache and used when required. This is far from optimal and if you use multiple colour changes it will slow down your games performance
unless you activate WebGL. If you do not wish to use WebGL, and still require blended images, then you should consider using sprites and setting the sprite cache to help limit performance issues - see
sprite_set_cache_size.
draw_background_ext(bck_Sky, 0, 0, background_xscale[0], background_yscale[0], 0, c_red, 0.5);
The above code will draw a background at the (0,0) position in the room, with the same scale as the background indexed in background[0], blended red and semi transparent.