The "vngen_scene_create_ext" Function
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SyntaxArgument | Type | Description |
---|---|---|
id | real/string | The unique identifier to use for the new scene |
sprite | sprite | The sprite to draw as a scene |
xorig | real/macro | The horizontal sprite offset, or origin point, relative to the top-left corner |
yorig | real/macro | The vertical sprite offset, or origin point, relative to the top-left corner |
x | real | The horizontal position to display the scene, relative to the global offset |
y | real | The vertical position to display the scene, relative to the global offset |
z | real | The drawing depth of the scene, relative to other scenes only |
scaling | integer/macro | Sets the automatic scaling mode for the scene |
repeat | boolean | Enables or disables endlessly tiling the scene |
foreground | boolean | Enables or disables drawing the scene as a foreground |
transition | script | Sets the transition animation to perform |
duration | real | Sets the duration of the transition animation, in seconds |
ease | integer/macro | Sets the ease override for the transition script |
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DescriptionCreates a new scene with extra options as either a background (if foreground
is false
) or foreground (if foreground
is true
) which will be displayed until vngen_scene_destroy
is run. Multiple scenes can exist simultaneously, however no two scenes may share the same ID. VNgen entity IDs are arbitrary and most can be either numbers or strings, but bear in mind that -1 is reserved as 'null' and cannot be used as an ID.
VNgen uses texture extrapolation to draw tiled scenes by default. This allows tiled scenes to behave exactly like non-tiled ones, with support for rotation, gradient color blending, and deformations. However, not all platforms correctly support drawing scenes this way. For these platforms, see vngen_set_renderlevel
to enable drawing tiled scenes using the old method. Legacy tiled scenes will still appear tiled, but will lack the features described above.
See Included Animations and Macros & Keywords for a list of available origin points, scaling modes, transition animations, and ease modes.