Gametext: Difference between revisions

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<pre>
<pre>
setvar x 0
setvar x 320                                // "x=320" makes text be centered
setvar y 100
setvar y 100
setvar shade 0
setvar shade 0
Line 25: Line 25:
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.
gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
</pre>
</pre>

Revision as of 13:27, 9 December 2007

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> 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.

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, minitext and friends, gametext only works during events.