Gametext: Difference between revisions
m Reverted edits by 89.19.172.22 (Talk) to last version by 189.32.93.140 |
No edit summary |
||
Line 5: | Line 5: | ||
<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> X coordinate, ranged 0-320 | ||
<y> Y coordinate, ranged 0-200 | |||
<quote> is the quote to print, as defined by [[definequote]]. | <quote> is the quote to print, as defined by [[definequote]]. |
Revision as of 10:16, 8 January 2009
gametext <tilenum> <x> <y> <quote> <shade> <pal> <orientation> <x1> <y1> <x2> <y2>
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
<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's recommended to you always set the bit 16 in order to the letters be placed correctly.
<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.
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. 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.