The background color is used to fill the screen when clearing the display. You can use this method to read or update the background color at runtime. When calling BackgroundColor() without an argument, it returns the current background color offset as an int. You can pass in an optional int to shift the background color by calling BackgroundColor(offset), where offset is any valid between 0 and 255.
Passing in a value such as -1, or one that is out of range will default to the first system color unless the ColorChip’s debugColor property is set to true. In debug color mode, any out of bounds color IDs will display Magenta (#ff00ff), which is the engine's default transparent color.
BackgroundColor ( id )| Name | Value | Description |
|---|---|---|
| id | int | This argument is optional. Supply an int to offset the default background color value by. |
| Value | Description |
|---|---|
| int | This method returns the current background color offset. If no color exists, it returns 0 which is the default background color offset. |
In this example, we will display the default background color on the display, then change it, and redraw the new value below it. Running this code will output the following:
function Init()
-- Example Title
DrawText("BackgroundColor()", 1, 1, DrawMode.Tile, "large", 15)
DrawText("Lua Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4)
-- Get the current background color
local defaultColor = BackgroundColor()
-- Draw the default background color ID to the display
DrawText("Default Color " .. defaultColor, 1, 4, DrawMode.Tile, "large", 15)
-- Here we are manually changing the background color
local newColor = BackgroundColor(2)
-- Draw the new color ID to the display
DrawText("New Color " .. newColor, 1, 6, DrawMode.Tile, "large", 15)
end
function Draw()
-- Redraw the display
RedrawDisplay()
endnamespace PixelVision8.Player
{
public class BackgroundExample : GameChip
{
public override void Init()
{
// Example Title
DrawText("BackgroundColor()", 1, 1, DrawMode.Tile, "large", 15);
DrawText("C Sharp Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4);
// Get the current BackgroundColor
var defaultColor = BackgroundColor();
// Draw the default background color ID to the display
DrawText("Default Color " + defaultColor, 1, 4, DrawMode.Tile, "large", 15);
// Here we are manually changing the background color
var newColor = BackgroundColor(2);
// Draw the new color ID to the display
DrawText("New Color " + newColor, 1, 6, DrawMode.Tile, "large", 15);
}
public override void Draw()
{
//Redraw the display
RedrawDisplay();
}
}
}