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It's super easy when you use sspr()
sspr( x , y , w , h , dx , dy , [ dw , dh , a ] )
x -- x position to grab from spritesheet
y -- y position to grab from spritesheet
w -- width of grab
h -- height of grab
dx -- x position to draw onto game
dy -- y position to draw onto game
-- dw , dh , a are optional parameters
dw -- the width of sprite drawn
dh - the height of sprite drawn
a -- flip rotate stuff
i think in your condition,
-- considering there's 4 4x4 sprites in one 8x8 sprite -- locations of sprite would be (0,0),(0,4),(4,0),(4,4) -- let's place them next to each other horizontally. sspr( 0 , 0 , 4 , 4 , 58 , 62 ) sspr( 0 , 4 , 4 , 4 , 62 , 62 ) sspr( 4 , 0 , 4 , 4 , 66 , 62 ) sspr( 4 , 4 , 4 , 4 , 70 , 62 ) |
-- a methos that uses way less bytes for i = 0 , 3 do sspr( (i/2)*4 , (i%2)*4 , (58+(i*4)) , 62 ) end |
if your still having trouble, then i can make a quick cartridge for you that shows how its done <3
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If I recall correctly, spr(Sprite number of upper left, x, y, tiles wide, tiles tall, flip x, flip y) can handle this as well.
So something like: spr(2,64,64,2,2) should do a 2x2 Sprite.
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electricgryphon: The third and fourth parameters to spr() are in 8x8 tiles, so 2,2 gives you a 16x16 px sprite.
It seems you can use fractional numbers for these values though: e.g. 1.5, 1.5 will give you a 12x12px sprite. I dunno if this is intentional so it might go away in a future version, and since the sprites are numbered in rows of 8x8 tiles I'm not sure you can address the bottom half of a tile (maybe by using negative tile sizes??)
According to zep here, sspr() is twice as slow as spr().
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You can also use clip() to restrain the drawing of your sprite to a 4x4 region. So you clip just before drawing the sprite with an offset to select witch quarter you want to draw. I just tested it, and it can be slightly faster than sspr but not much. Sspr seam to cost less when there is no resize of the sprite.
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