Bitmap (TeaScript)

Bitmap is a class in TeaScript.vbs that allows you to read/write values for Bitmaps.

To read the value of  use:   stands for the Bitmap ID. To change the value of  use:

To learn how to create Bitmaps, click here. {| class="wikitable" !Name !Type !Description 0: Level coordinates
 * R&W
 * Stands for the x-position of the bitmap.
 * R&W
 * Stands for the y-position of the bitmap.
 * R&W
 * Stands for the x-axis scale of the bitmap.
 * R&W
 * Stands for the y-axis scale of the bitmap.
 * R&W
 * Stands for the rotation angle of the bitmap in radians.
 * R&W
 * Stands for if the bitmap is hidden.
 * R&W
 * Stands for the Z-position of the bitmap.
 * R&W
 * Stands for the color of the bitmap.
 * R&W
 * Stands for the blendmode of the bitmap.
 * R&W
 * Stands for whether the bitmap's coordinates are oriented to the level's coordinate system or if it's oriented to the player's screen
 * R&W
 * Stands for if the bitmap is hidden.
 * R&W
 * Stands for the Z-position of the bitmap.
 * R&W
 * Stands for the color of the bitmap.
 * R&W
 * Stands for the blendmode of the bitmap.
 * R&W
 * Stands for whether the bitmap's coordinates are oriented to the level's coordinate system or if it's oriented to the player's screen
 * R&W
 * Stands for the color of the bitmap.
 * R&W
 * Stands for the blendmode of the bitmap.
 * R&W
 * Stands for whether the bitmap's coordinates are oriented to the level's coordinate system or if it's oriented to the player's screen
 * R&W
 * Stands for whether the bitmap's coordinates are oriented to the level's coordinate system or if it's oriented to the player's screen
 * R&W
 * Stands for whether the bitmap's coordinates are oriented to the level's coordinate system or if it's oriented to the player's screen

1: Screen coordinates
 * R&W
 * Stands for the x-position of the top-left point in the bitmap source file.
 * R&W
 * Stands for the y-position of the top-left point in the bitmap source file.
 * R&W
 * Stands for the width of the cropped bitmap.
 * R&W
 * Stands for the height of the cropped bitmap.
 * R&W
 * Stands for the x-position of the anchor used with stretching and rotating.
 * R&W
 * Stands for the y-position of the anchor used with stretching and rotating.
 * R&W
 * Stands for the ID of the NPC used as the bitmap source.
 * R&W
 * The red channel of the Bitmap's forecolor.
 * R&W
 * The green channel of the Bitmap's forecolor.
 * R&W
 * The blue channel of the Bitmap's forecolor.
 * R&W
 * The alpha/transparency channel of the Bitmap's forecolor.
 * R&W
 * Stands for the y-position of the anchor used with stretching and rotating.
 * R&W
 * Stands for the ID of the NPC used as the bitmap source.
 * R&W
 * The red channel of the Bitmap's forecolor.
 * R&W
 * The green channel of the Bitmap's forecolor.
 * R&W
 * The blue channel of the Bitmap's forecolor.
 * R&W
 * The alpha/transparency channel of the Bitmap's forecolor.
 * R&W
 * The green channel of the Bitmap's forecolor.
 * R&W
 * The blue channel of the Bitmap's forecolor.
 * R&W
 * The alpha/transparency channel of the Bitmap's forecolor.
 * R&W
 * The alpha/transparency channel of the Bitmap's forecolor.
 * R&W
 * The alpha/transparency channel of the Bitmap's forecolor.