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
Written by
BBaller
Posted on 12/Oct/2005
Version 1.1
Drawing Sprite Based Numbers
Posted on 12/Oct/2005
Version 1.1
Version 1.1: Fixed an error in the code. The script should work correctly now.
I hope this is of some help to someone. I'm sure that there are other ways to do it, but I picked up this method and I've used (and modified) it ever since.
The script draws a number on screen using a sprite with sub-images from 0 to 9 in that order.
To call the script, you would use a function in this manner (similar to drawing a sprite):
:
scr_draw_numb(spr_numb,x,y,score)
:
///////////////////////////////
// scr_draw_numb //
// Draw #'s using a sprite //
// //
// argument0: number sprite //
// argument1: x position //
// argument2: y position //
// argument3: numb to draw //
///////////////////////////////
// rounds number and turns it into a string
numb_str=string(ceil(argument3));
// records the width of the number sprite
my_width=sprite_get_width(argument0)-1;
// determines how many characters in number
numb_length=string_length(numb_str);
for (i=1;i<=numb_length;i+=1)
{
// determines the sub-image
img_numb=floor(real(string_copy(numb_str,i,1)));
// draws the sprite
draw_sprite(argument0,img_numb,argument1+(i-1)*my_width,argument2);
}