Gametext: Difference between revisions

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Example code:
Example code:


<pre>
setvar x 0
setvar x 0
setvar y 100
setvar y 100
setvar shade 0
setvar shade 0
setvar pal 0
setvar pal 0
setvar tilenum STARTALPHANUM
setvar tilenum STARTALPHANUM
setvar orientation 26
setvar orientation 26
setvar TEMP 100
setvar TEMP 100
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
</pre>


Please note that as with [[digitalnumber]], [[minitext]] and friends, gametext only works during [[events]].
Please note that as with [[digitalnumber]], [[minitext]] and friends, gametext only works during [[events]].

Revision as of 01:26, 7 September 2005

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> 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> is.. hard to explain. Play with values like 16 and 26.

<x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.

Example code:

setvar x 0
setvar y 100
setvar shade 0
setvar pal 0
setvar tilenum STARTALPHANUM
setvar orientation 26
setvar TEMP 100
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim

Please note that as with digitalnumber, minitext and friends, gametext only works during events.