Gametextz: Difference between revisions
Added some links and changed gametext to gametextz. |
Hunter byte (talk | contribs) mNo edit summary |
||
Line 29: | Line 29: | ||
redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red. | redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red. | ||
gametextz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536 | |||
</pre> | </pre> | ||
Revision as of 04:24, 9 April 2008
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> and <y> are on-screen coordinates.
<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).
<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.
Example code:
setvar x 320 // "x=320" makes text be centered setvar y 100 setvar shade 0 setvar pal 0 setvar tilenum STARTALPHANUM setvar orientation 26 setvar TEMP 100 redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red. gametextz tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim 65536
Please note that as with digitalnumber, digitalnumberz, gametext, minitext and friends, gametextz only works during events.