Digitalnumber: Difference between revisions
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<tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example. | <tilenum> is the first tile of a sequence of numbers ordered from 0-9. See tile 2472 for an example. | ||
<x> | <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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<[[orientation]]> Controls the way the sprite is drawn (see entry) | <[[orientation]]> Controls the way the sprite is drawn (see entry) | ||
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the number may be drawn. | <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. | ||
Example code: | Example code: |
Revision as of 10:13, 8 January 2009
digitalnumber <tilenum> <x> <y> <number> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
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. See tile 2472 for an example.
<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)
<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.
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 events.