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| gametext <tilenum> <x> <y> <quote> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2>
| | FIELD_MESSAGE_pasrelout |
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| Prints a defined quote to the screen.
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| <tilenum> is the first tile of a sequence of characters. See tile 2822 for an example.
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| <x> and <y> are on-screen coordinates.
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| <quote> is the quote to print, as defined by [[definequote]].
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| <shade> and <pal> are obviously shade and palette.
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| <[[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.
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| <x1>, <y1>, <x2> and <y2> are boundaries on the screen that define where the text may be drawn.
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| Example code:
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| <pre>
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| setvar x 320 // "x=320" makes text be centered
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| setvar y 100
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| setvar shade 0
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| setvar pal 0
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| setvar tilenum STARTALPHANUM
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| setvar orientation 26
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| setvar TEMP 100
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| redefinequote TEMP This is ^10red // makes the "red" word be tinted, 10 is red.
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| gametext tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
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| </pre>
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| Please note that as with [[digitalnumber]], [[digitalnumberz]], [[gametextz]], [[minitext]] and friends, gametext only works during [[events]].
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| [[Category:EDuke32 specific commands]]
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| [[Category:Screen drawing commands]]
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