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Name
Name of the Horizon. Must be unique whatever its type.
vsTASKER will generate a class whose name will be <Name>_Spt . For the moment, this class will inherit from Vt_Sprite class.
Any Sprite can be accessed using its name in a generated union named s .
Reticule
Specify how the reticule in the center of the peek window shall be drawn:
Cross : a simple cross in the middle of the peek window:
Simple : draw this black shape:
Import/Export
Not available yet.
Roll Values
Specify here the Minimum and Maximum pairs of (Angle ,Value ) for the texture to rotate according to the roll/bank angle.
Angle unit is degrees.
Value can be anything as it is a float number set by the used with setRoll() function.
Strip Definition
Set here the Minimum and Maximum pairs of (Angle,Value) for the texture to slide according to the pitch/elevation angle.
Angle unit is degrees.
Value can be anything as it is a float number set by the used with setPitch() function.
Minimize Display
When checked, the horizon (texture) is not displayed on the HMI at design. Only the viewing window is displayed.
To display the texture, select it first.
If unchecked, horizon (texture) is always displayed.
Definitions
Put here all the local variables needed for this specific Sprite runtime computation.
Initialization
Initialize here (mostly in RESET part) all the variables defined in Definition section.
Default set() can also be used here for putting the Sprite in a specific state.
Runtime
Holds the runtime code called at every cycle (HMI cycling rate).
Use getPitch() or getRoll() to retrieve the actual values of the Sprite (the ones which actually control its roll and pitch of the horizon between Minimum and Maximum values)
Use setPitch() and setPitch() to force the value of the Sprite (and control the corresponding roll and pitch values of the horizon).