・If you specify arguments, you can save some settings without resetting them.
If 1 is specified, the graphic page excluding the font page is saved without being cleared.
・0, if not specified.
If 1 is specified, it saves SPDEF contents.
・0, if not specified.
If 1 is speciified, it saves without clearing the font page.
・0, if not specified.
If 1 is specified, the content defined by ANIMDEF is saved without being cleared.
・0, if not specified.
'ACLS works almost the same as the following program DEF ACLS KEEPGRP,KEEPSPDEF,KEEPGRPF VAR SCW=400,SCH=240 XSCREEN SCW,SCH,2 SPCLR BACKCOLOR &HFF000000 FOR I=0 TO 3 TSCREEN I,16,16:TPAGE I,4,1024,0 TLAYER I,0:TOFS I,0,0,0:ATTR I,0 COLOR I,#C_WHITE:CLS I NEXT TSCREEN #TCONSOLE,16,8:TPAGE #TCONSOLE,4,1024,0 TLAYER #TCONSOLE, 0:TOFS #TCONSOLE,0,0,-4095:ATTR 0 COLOR #C_WHITE:CLS IF !KEEPGRP THEN FOR I=0 TO 5:GTARGET I:GCLS:NEXT LOADG "GRP:#SYS/DEFGRP",4 ENDIF IF !KEEPGRPF THEN LOADG "GRP:#SYS/DEFFONT",#GRPF ENDIF GTARGET 0 GCOLOR #C_WHITE GCLIP 0,0,#GRPWIDTH-1,#GRPHEIGHT-1 SPSET #GSPRITE,0,0,SCW,SCH,0,1 SPPAGE #GSPRITE,0 SPLAYER #GSPRITE,0 SPOFS #GSPRITE,0,0,4095 IF !KEEPSPDEF THEN SPDEF ENDIF ANIMDEF FOR I=0 TO 7:LAYER I:LFILTER I:LCLIP I:LMATRIX I:NEXT FADE 0 END
・The size of the console (text screen 4) is changed according to the width and height.
・Other text screen settings remain the same.
・Graphic page sprite settings are changed according to the width and height.
Specify the display width and height in pixels
Width: 128 to 1280
Height: 128 to 720
・A number that can be divided by 4 can be specified for both width and height.
Pixels can be subdivided to express rotation and enlargement more smoothly.
・It can be specified 1 or more, the product of width multiplied by sample magnification should be up to 1280, and the product of height multiplied by sample magnification should be up to 720.
・1, if not specified.
Specify the drawing method when the BASIC display is finally combined with the indicating display
0 | Bilinear |
1 | Smart Nearest Neighbor |
2 | Nearest Neighbor |
・0 is smooth pixel corner, but the whole image is blurred.
・2 is a clear display as a whole, but the pixel corners are jagged.
・1 is between 0 and 2.
・0, if not specified.
Display aspect ratio: 0.1 to 10
・Square at 1, vertical when smaller than 1, horizontal when larger than 1.
・If not specified, width / height is set.
The width and height of the display (in pixels)
・The defined animation can be used with SPANIM and TANIM commands.
Animation definition number: 0 to 1023
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the value, the sprite will be deleted when the animation ends.
1D numeric array that stores animation data
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
・Animation data is prepared in the following order in the numerical array (up to 32).
・Time1,Item1,[Item2,] Time2,Item1,[Item2,]...
DIM PANIM[ 6 ] PANIM[0]=-60 'frame(-60=smooth) PANIM[1]=200 'offset X,Y PANIM[2]=100 PANIM[3]=-30 'frame PANIM[4]=50 'offset PANIM[5]=20 ANIMDEF 0,"XY",PANIM
・The defined animation can be used with SPANIM and TANIM commands.
Animation definition number: 0 to 1023
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the value, the sprite will be deleted when the animation ends.
The first label of the DATA command that stores the animation data
A string containing the label name can be specified instead of the label.
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
Animation data is prepared in the following order in the DATA instruction
DATA NumberOfKeyFrames(up to 32)
DATA Time1,Item1[,Item2]
DATA Time2,Item1[,Item2]
:
@MOVDATA DATA 2 'counter DATA -60,200,100 'frame,offset DATA -30,50,20 'frame,offset ANIMDEF 0,"XY",@MOVDATA
・The defined animation can be used with SPANIM and TANIM commands.
Animation definition number: 0 to 1023
Numeric value or string that manages the element to be changed
0 | "XY" | XY Coordinates |
1 | "Z" | Z Coordinate |
2 | "R" | Rotation Angle |
3 | "S" | Magnification XY |
4 | "C" | Display Color |
5 | "V" | Variable (value of sprite variable 7) |
6 | "UV" | UV Coordinates (definition source image coordinates) |
7 | "I" | Definition Number |
・If you add "+" to the end of the string or add 8 to the value, it will be the relative value from the animation start point.
・If you add "." to the end of the string or add 16 to the value, the sprite will be deleted when the animation ends.
・Animation data itself (up to 32 as many as necessary).
Loop count: 1 or more
・Specify 0 to make an infinite loop.
・1, if not specified.
ANIMDEF 0,"XY",-60,200,100,-30,50,20
Animation definition number to clear: 0 to 1023
ANIMDEF 0
ANIMDEF
Background color code
Set background color code
・The effect is the same as covering the entire display with a sprite filled with a fade color.
Fade color code
・The greater the alpha component, the darker the color.
・Over time, change the fade color gradually from the current fade color to the specified color.
Fade color code
・The greater the alpha component, the darker the color.
・If the alpha component is 255, it's fade out effect.
・If the alpha component is 0, it's fade-in effect.
Specify the fade effect time with the frame count
・If there is no processing loss, 60 is 1 second.
Current fade color
・You can also get the color during fade-in/fade-out.
1 if it's during fade-in/fade-out, 0 if not