It shouldn't normally because it stretches on the right and/or bottom of the sprite. The top and left of the sprite remain the same (where the sprites x and y coordinates are).
` Make an image
ink rgb(255,255,0),0
box 0,0,100,25
box 0,75,100,100
ink rgb(255,0,0),0
box 0,25,100,75
get image 1,0,0,100,100,1
` Show the sprite
sprite 1,screen width()/2,screen height()/2,1
` Start the stretch at normal
Stretch=100
` Set a timer
tim=timer()
ink rgb(255,255,255),0
repeat
text 0,0,"SpriteX = "+str$(sprite x(1))
text 0,20,"SpriteY = "+str$(sprite y(1))
` Check if it's time to stretch the sprite
if timer()>tim+10
` Stretch the sprite
stretch sprite 1,Stretch,Stretch
` Increase the stretch
inc Stretch
` Reset the timer
tim=timer()
endif
until Stretch=500
wait key
If you do use OFFSET SPRITE it could stretch in any direction but because the center of the sprite is the offset it never changes coordinates either.
` Make an image
ink rgb(255,255,0),0
box 0,0,100,25
box 0,75,100,100
ink rgb(255,0,0),0
box 0,25,100,75
get image 1,0,0,100,100,1
` Show the sprite
sprite 1,screen width()/2,screen height()/2,1
offset sprite 1,50,50
` Start the stretch at normal
Stretch=100
` Set a timer
tim=timer()
ink rgb(255,255,255),0
repeat
text 0,0,"SpriteX = "+str$(sprite x(1))
text 0,20,"SpriteY = "+str$(sprite y(1))
` Check if it's time to stretch the sprite
if timer()>tim+10
` Stretch the sprite
stretch sprite 1,Stretch,Stretch
` Increase the stretch
inc Stretch
` Reset the timer
tim=timer()
endif
until Stretch=500
wait key