Gametext

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The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
This feature is deprecated.
It's recommend not to use this feature.

gametext <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
gametextz <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <textscale>

Prints a defined quote to the screen.

<tilenum> is the first tile of a sequence of characters. See tile 2822 for an example.

<x> X coordinate, ranged 0-320 (divided in half so that x=319 will start in the middle of the screen; x=320 is a special case that centers the quote)

<y> Y coordinate, ranged 0-200

<quote> is the quote to print, as defined by definequote.

<shade> and <pal> are obviously shade and palette.

<orientation> controls the way the sprite is drawn (see entry). Note: It is recommended that you always include bit 16 so that the letters will be placed correctly.

<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.

<textscale> is the scaling size of the text to use. 65536 is full size, 32768 is half size and 131072 is double-size.

setvar x 320                                // "x=320" centers text
setvar y 100
setvar shade 0
setvar pal 0
setvar tilenum STARTALPHANUM
setvar orientation 26
setvar TEMP 100
redefinequote TEMP This is ^10red           // tints the word "red", 10 is red.

gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim


Please note that as with digitalnumber, digitalnumberz, gametextz, minitext and friends, gametext only works during events.