Digitalnumber: Difference between revisions
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digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> | |||
'''digitalnumber''' <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2><br> | |||
'''digitalnumberz''' <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <digitalscale> | |||
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD. | Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD. | ||
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. | <tilenum> is the first tile of a sequence of numbers ordered from 0-9. Useful values for tilenum in the original game art are '''DIGITALNUM''' (full status bar health/ammo/armor values), '''2837''' (bluefont), '''2930''' (redfont), '''2992''' (grayfont), '''THREEBYFIVE''' (full status bar detailed weapon values), and '''3087''' (minifont). | ||
<x> X coordinate, ranged 0-320 | |||
<y> Y coordinate, ranged 0-200 | |||
<number> is the [[gamevar]] to print the value from. | <number> is the [[gamevar]] to print the value from. | ||
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<shade> and <pal> are obviously shade and palette. | <shade> and <pal> are obviously shade and palette. | ||
<orientation> is.. | <[[orientation]]> Controls the way the sprite is drawn (see entry). Note: It is recommended that you always include bit 16 so that the numerals will be placed correctly. | ||
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn. The gamevars xdim and ydim will hold the current screen resolution. | |||
< | <digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size. | ||
Example code: | Example code: | ||
setvar x 300 | |||
setvar x 300 | setvar y 10 | ||
setvar y 10 | setvar shade 0 | ||
setvar shade 0 | setvar pal 0 | ||
setvar pal 0 | setvar tilenum DIGITALNUM | ||
setvar tilenum DIGITALNUM | setvar orientation 26 | ||
setvar orientation 26 | getactor[THISACTOR].extra TEMP | ||
getactor[THISACTOR].extra TEMP | digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | ||
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim | |||
Please note that as with [[gametext]], [[minitext]] and friends, digitalnumber only works during screen drawing [[events]]. | |||
[[Category:EDuke32 specific commands]] | |||
[[Category:Screen drawing commands]] |
Latest revision as of 19:53, 15 January 2023
digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2> <digitalscale>
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD.
<tilenum> is the first tile of a sequence of numbers ordered from 0-9. Useful values for tilenum in the original game art are DIGITALNUM (full status bar health/ammo/armor values), 2837 (bluefont), 2930 (redfont), 2992 (grayfont), THREEBYFIVE (full status bar detailed weapon values), and 3087 (minifont).
<x> X coordinate, ranged 0-320
<y> Y coordinate, ranged 0-200
<number> is the gamevar to print the value from.
<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 numerals will be placed correctly.
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn. The gamevars xdim and ydim will hold the current screen resolution.
<digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.
Example code:
setvar x 300 setvar y 10 setvar shade 0 setvar pal 0 setvar tilenum DIGITALNUM setvar orientation 26 getactor[THISACTOR].extra TEMP digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
Please note that as with gametext, minitext and friends, digitalnumber only works during screen drawing events.