| Command : | BORDER |
| Usage : | BORDER = {BOOLEAN}, {SIZE} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The BORDER parameter informs eMotions if the graphics object has a graphics border/trim. eMotions has 7 embedded graphics skins. If the BORDER parameter is set to True, the IMAGE parameter must be set to a graphic constructed in a standard skin format. The embedded eMotions border skins are 30 x 30 pixels in size. The embedded list item skins are 18x18 pixels in size. Regardless of the size of any custom skins you may use, the size must be divisible by 3 and create 9 quadrants that can be used to form a solid border. The following parameter settings demonstrate how to use eMotions border skins. IMAGE = border2.res BORDER = True, 10 The following parameter settings demonstrate how to use eMotions list item skins. IMAGE = listitem4.res BORDER = True, 6 |
|
| Command : | BLT |
| Usage : | BLT = {BLTMETHOD} |
| Parameters : | {BLTMETHOD} |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The BLT parameter will instruct eMotions of how the graphics object will be displayed on the screen. eMotions can copy graphics in many different ways. Below are a list of all of the BLT methods eMotions supports with a brief description. COPY : Copy the image EXACTLY as it appears. TRANSPARENT : Copy the image EXACTLY with BLACK represented as transparent. DITHER## : Dither the image a standard percent before it is displayed. ALPHABLEND## : Alphablend the image a standard percent before it is displayed. ALPHABLEND : Alphablend the image a custom percentage before it is displayed. standard percent = 20, 40, 50, 60, & 80 percent of original image Note: The Alphablend feature has 5 standard percentage setting within eMotions for convenience. If you wished to used a custom setting simply use the ALPHABLEND property and provide the custom decimal value within the ALPHA parameter. For example, the script below will alphablend a graphics object at 33 percent with the background, offering a semi-transparent appearance. BLT = ALPHABLEND ALPHA = .33 |
|
| Command : | BEGIN/END |
| Usage : | BEGIN:{spritename} {parameter settings} END:{spritename} |
| Parameters : | {spritename} = Name of eMotions Sprite |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The eMotions Engine uses a simple command for its .MOTION files. These files are created similar to an .ini file. The parameter values within this .ini file are used to create and control graphics objects within eMotions. These objects can be game sprites, pictures, interface buttons and even text. eMotions makes it possible to move, rotate, and animate objects within a simple open text file syntax. eMotions objects are created and controlled by a unique name. (i.e. {spritename}) The eMotions object BLOCK refers to the BEGIN: and END: tag used for setting a sprite object properties. The eMotions (demo) is 90% functional and only allows eMotions to operate via the script interpreter. Registered users will have full access to the script interpreter, eMotions APIs as well as the event processor. |
|