This repository has been archived by the owner on Jan 4, 2023. It is now read-only.
-
-
Notifications
You must be signed in to change notification settings - Fork 98
api clear
Jesse Freeman edited this page Nov 11, 2021
·
1 revision
Clearing the display removes all of the existing pixel data, replacing it with the default background color. By calling Clear()
, it automatically clears the entire display. The Clear()
can only be used once at the beginning of the the draw phase no matter how many times you use it or where you put it in your code.
Clear ()
In this example, we are going to use a simple timer to clear the entire screen. Running this code will output the following:
local display = Display()
-- Create a delay and time value
local delay = 2000
local time = 0
-- This flag will toggle between a full or partial clear
local clearFlag = false
-- Store random integers for drawing a random character to the screen
local char, x, y, colorID = 0
function Update(timeDelta)
-- Increase the time value base on the timeDelta between the last frame
time = time + timeDelta
-- Text to see if time is greater than the delay
if(time > delay) then
-- Toggle the clear flag
clearFlag = true
-- Reset the timer
time = 0
end
end
function Draw()
-- Test the clear flag and do a full or partial clear based on the value
if(clearFlag == true) then
Clear()
clearFlag= false
end
-- Perform the next block of code 10 times
for i = 1, 10 do
-- Assign random values to each of these variable
char = math.random(32, 126)
x = math.random(0, display.x)
y = math.random(0, display.y)
colorID = math.random(1, 15)
-- Draw a random character at a random position on the screen with a random color
DrawText( string.char(char), x, y, DrawMode.Sprite, "large", colorID)
end
-- Example Title
DrawText("Clear()", 8, 8, DrawMode.Sprite, "large", 15)
DrawText("Lua Example", 8, 16, DrawMode.Sprite, "medium", 15, -4)
end
using System;
namespace PixelVision8.Player
{
class ClearExample : GameChip
{
// Create a new random generator
Random random = new Random();
// We'll store the display's boundaries here
private Point display;
// Create a delay and time value
private int delay = 2000;
private int time = 0;
// This flag will toggle between a full or partial clear
private bool clearFlag = false;
// Store random integers for drawing a random character to the screen
private int charID, x, y, colorID;
public override void Init()
{
// Save the display's boundaries when the game starts up
display = Display();
}
public override void Update(int timeDelta)
{
// Increase the time value base on the timeDelta between the last frame
time = time + timeDelta;
// Text to see if time is greater than the delay
if (time > delay)
{
// Toggle the clear flag
clearFlag = true;
// Reset the timer
time = 0;
}
}
public override void Draw()
{
// Test the clear flag and do a full or partial clear based on the value
if (clearFlag == true)
{
Clear();
clearFlag = false;
}
// Perform the next block of code 10 times
for (int i = 0; i < 10; i++)
{
// Assign random values to each of these variable
charID = random.Next(32, 126);
x = random.Next(0, display.X);
y = random.Next(0, display.Y);
colorID = random.Next(1, 15);
// Draw a random charIDacter at a random position on the screen with a random color
DrawText(Convert.ToChar(charID).ToString(), x, y, DrawMode.Sprite, "large", colorID);
}
// Example Title
DrawText("Clear()", 8, 8, DrawMode.Sprite, "large", 15);
DrawText("C Sharp Example", 8, 16, DrawMode.Sprite, "medium", 15, -4);
}
}
}
- Game Project
- Lua Games (coming soon)
- C# Sharp Games
- C# Sharp Vs Lua
- API Cheat Sheet
- Enums
- Visual Studio Code
- Atom
- Tiled (Coming Soon)
- Aseprite (Coming Soon)
- AddScript
- BackgroundColor
- Button
- CalculateDistance
- CalculateIndex
- CalculatePosition
- CharacterToPixelData
- Clamp
- Clear
- Color
- ColorsPerSprite
- Display
- DrawMetaSprite
- DrawPixels
- DrawRect
- DrawSprite
- DrawText
- DrawTilemap
- Flag
- InputString
- IsChannelPlaying
- Key
- LoadTilemap
- MaxSpriteCount
- MouseButton
- MousePosition
- NewCanvas
- NewPoint
- NewRect
- PaletteOffset
- PauseSong
- PlaySong
- PlaySound
- ReadAllMetadata
- ReadMetadata
- ReadSaveData
- RedrawDisplay
- Repeat
- ReplaceColor
- RewindSong
- ScrollPosition
- SongData
- Sound
- SplitLines
- SpriteSize
- Sprite
- StopSong
- StopSound
- Tile
- TilemapSize
- TotalColors
- TotalSprites
- UpdateTiles
- WordWrap
- WriteSaveData