Gametext: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
One (talk | contribs)
No edit summary
Fox (talk | contribs)
No edit summary
 
(3 intermediate revisions by one other user not shown)
Line 1: Line 1:
'''gametext''' <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2>
{{Deprecated}}
 
'''gametext''' <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2><br>
'''gametextz''' <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <textscale>


Prints a defined quote to the screen.
Prints a defined quote to the screen.
Line 5: Line 8:
<tilenum> is the first tile of a sequence of characters.  See tile 2822 for an example.   
<tilenum> is the first tile of a sequence of characters.  See tile 2822 for an example.   


<x> X coordinate, ranged 0-320
<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  
<y> Y coordinate, ranged 0-200  
Line 13: Line 16:
<shade> and <pal> are obviously shade and palette.   
<shade> and <pal> are obviously shade and palette.   


<[[orientation]]> controls the way the sprite is drawn (see entry). Note: it's recommended to you always set the bit 16 in order to the letters be placed correctly.
<[[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.
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.


Example code:
<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" makes text be centered
 
  setvar x 320                                // "x=320" centers text
  setvar y 100
  setvar y 100
  setvar shade 0
  setvar shade 0
Line 25: Line 29:
  setvar orientation 26
  setvar orientation 26
  setvar TEMP 100
  setvar TEMP 100
  redefinequote TEMP This is ^10red          // makes the "red" word be tinted, 10 is red.
  redefinequote TEMP This is ^10red          // tints the word "red", 10 is red.
   
   
  '''gametext''' tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
  '''gametext''' tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim

Latest revision as of 03:11, 29 August 2020

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.