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| digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <digitalscale>
| | #REDIRECT [[digitalnumber]] |
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| Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.
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| <tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example.
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| <x> and <y> are on-screen coordinates.
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| <number> is the [[gamevar]] to print the value from.
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| <shade> and <pal> are obviously shade and palette.
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| <[[orientation]]> Controls the way the sprite is drawn (see entry)
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| <x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn.
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| <digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.
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| Example code:
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| <pre>
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| setvar x 300
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| setvar y 10
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| setvar shade 0
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| setvar pal 0
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| setvar tilenum DIGITALNUM
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| setvar orientation 26
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| getactor[THISACTOR].extra TEMP
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| digitalnumberz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
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| </pre>
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| Please note that as with [[gametext]], [[gametextz]], [[digitalnumber]], [[minitext]] and friends, digitalnumberz only works during [[events]].
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| [[Category:EDuke32 specific commands]] | | [[Category:EDuke32 specific commands]] |
| [[Category:Screen drawing commands]] | | [[Category:Screen drawing commands]] |