the sprites in DBP are textured quads. which explains how you can set their alpha, rotate them, and move them in a direction.
if you use the ROTATE SPRITE command, you'll see the sprite spinning. then if you use MOVE SPRITE it will then move a distance in the direction it's currently facing. as if it were 2d, not 3d.
so instead of using SIN/COS math to move it, you can rotate the sprite and move it. though you don't HAVE to do it that way, you can still use the SIN/COS instead.
here's a small sample prog.
sync on : sync rate 60
disable escapekey
`create a simple triangle sprite image.
create bitmap 1,32,32
set current bitmap 1
ink rgb(255,255,255),0
line 15,0,10,31
line 15,0,21,31
line 10,31,21,31
get image 1,0,0,32,32,1
delete bitmap 1
set current bitmap 0
`create the sprite.
sprite 1,320,240,1
`offsetting the sprite allows us to rotate the sprite about the center
`instead of the top-left corner.
`this is somewhat analogous to SpriteHandle in BB.
offset sprite 1,sprite width(1)/2,sprite height(1)/2
a=0
repeat
cls
`simple controls.
if leftkey() then a=wrapvalue(a-2)
if rightkey() then a=wrapvalue(a+2)
rotate sprite 1,a
if upkey() then move sprite 1,2
if downkey() then move sprite 1,-2
text 0,0,"Left and right turn, up and down move"
text 0,14,"Angle: "+str$(a)
sync
until keystate(1)
delete sprite 1
delete image 1
end
no, the documentation in DBP is not the best; in fact it's really bad. but don't just give up because of that
stop looking at me!