Thanks for the example code.
My issue was that I was putting the sprite's origin at 0,0 and offsetting the sprite to it's center, thus making it look like it was only taking the upper left quadrant of the screen.
sprite 1, screen width()/2,screen height()/2, 1
was the answer
Here's your code, with a sprite the size of the screen (as I was trying to accomplish):
sync on
sync sleep 1
box 0, 0, screen width(), screen height(), rgb(255,0,0), rgb(0,255,0), rgb(0,255,255), rgb(0,0,255)
get image 1, 0, 0, screen width(), screen height()
cls
sprite 1, screen width()/2,screen height()/2, 1
offset sprite 1, screen width()/2, screen height()/2
scale = 100
do
set cursor 0, 0
print scale
if leftkey() and scale > 0 then dec scale
if rightkey() and scale < 10000 then inc scale
scale sprite 1, scale
sync
loop
and my code corrected:
create bitmap 1, screen width(), screen height()
set current bitmap 1
ink rgb(255,255,255),0
for n = 1 to 100
x = rnd(screen width())
y = rnd(screen height())
dot x,y
next n
copy bitmap 1,0
get image 10,0,0,screen width(),screen height(),3
set current bitmap 0
cls
backdrop on
color backdrop 0
sprite 1,screen width()/2,screen height()/2,10
offset sprite 1, screen width()/2,screen height()/2
for s = 0 to 100
scale sprite 1, 100+s
wait 10
next s
wait key
end
~Napland Games~