Arguments:
1) real: objectID
2) real: left
3) real: top
4) real: right
5) real: bottom
Sets the texture rectangle for the sprite.
This is the rectangle on the original texture from which the sprite will be drawn.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: width
5) real: height
Sets the texture rectangle for the sprite, using x, y, width, and height.
This is the rectangle on the original texture from which the sprite will be drawn.
Arguments:
1) real: objectID
2) real: left
3) real: top
4) real: right
5) real: bottom
Sets the drawing rectangle for the sprite based on a pre-defined constant.
This is the rectangle where the sprite will be drawn.
Destination constants are in the form
DESTINATION_<type> where type is:
CENTER
LEFT
RIGHT
TOP
BOTTOM
TOP_LEFT
TOP_RIGHT
BOTTOM_LEFT
BOTTOM_RIGHT
Additionally, _ROTATE may be appended to the end of the
type to enable center rotation mode.
Arguments:
1) real: objectID
2) real: left
3) real: top
4) real: right
5) real: bottom
Sets the drawing rectangle for the sprite.
This is the rectangle where the sprite will be drawn.
Arguments:
1) real: objectID
Sets the drawing rectangle for the sprite by mapping the center of the source rectangle to (0, 0).
For example, if the rectangle set with ObjSprite2D_SetSourceRect is (24, 32, 48, 46) (which is 24 wide and 14 high), the destination rectangle becomes (-12, -7, 12, 7).
Arguments:
1) real: objectID
Sets a centered destination rect that may look nicer for rotating sprites with even-sized rects.
This is equivalent to setting the destination rect to:
Arguments:
1) real: objectID
2) bool: bEnable
Sets whether to use forced center point rotation mode for the given object.
This may fix the wobbling associated with rotation (angular velocity)
of even-sized sprites.
Note: This function must be called before setting the destination
rectangle.