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Draw .bmp and .jpg images to the screen. (You must initialize a 16-bit background first!)

These functions all require you to have already loaded the image into a string variable using I/O functions. (Use the "rb" mode.)



Image.LoadBMP( screen, x, y, image )

Draws a .bmp (bitmap) image onto a 16-bit background.

screen is the screen that you want to draw the image on. (The 16-bit background must be initialized for this screen.)
x, y are the coordinates on the screen you want it to be drawn to.
image is the string which the image data is contained in.





Image.BMPWidth( image )

Returns the width of a .bmp image.

image is the string which the image data is contained in.





Image.BMPHeight( image )

Returns the height of a .bmp image.

image is the string which the image data is contained in.





Image.LoadJPG( screen, image )

Draws a .jpg image onto a 16-bit background.

screen is the screen that you want to draw the image on. (The 16-bit background must be initialized for this screen.)
image is the string which the image data is contained in.





Image.LoadGIF( screen, image )

Draws a .gif image onto a 16-bit background. It can be animated or not.

screen is the screen that you want to draw the image on. (The 16-bit background must be initialized for this screen.)
image is the string which the image data is contained in.





Image.GIFWidth( image )

Returns the width of a .gif image.

image is the string which the image data is contained in.





Image.GIFHeight( image )

Returns the height of a .gif image.

image is the string which the image data is contained in.


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