Digitalnumberz: Difference between revisions

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digitalnumberz <tilenum> <x> <y> <number> <shade> <pal> <[[orientation]]> <x1> <y1> <x2> <y2> <digitalscale>
#REDIRECT [[digitalnumber]]
 
Prints a number to the screen using a function similar to that which prints the health and ammo counters in the HUD. 
 
<tilenum> is the first tile of a sequence of numbers ordered from 0-9.  See tile 2472 for an example. 
 
<x> and <y> are on-screen coordinates.
 
<number> is the [[gamevar]] to print the value from.
 
<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 number may be drawn.
 
<digitalscale> is the size of the text on screen. 65536 is normal size, 32768 is half-size and 131072 is double-size.
 
Example code:
 
<pre>
setvar x 300
setvar y 10
setvar shade 0
setvar pal 0
setvar tilenum DIGITALNUM
setvar orientation 26
getactor[THISACTOR].extra TEMP
digitalnumber tilenum x y TEMP shade pal orientation ZERO ZERO xdim ydim
</pre>
 
Please note that as with [[gametext]], [[gametextz]], [[digitalnumber]], [[minitext]] and friends, digitalnumberz only works during [[events]].


[[Category:EDuke32 specific commands]]
[[Category:EDuke32 specific commands]]
[[Category:Screen drawing commands]]
[[Category:Screen drawing commands]]

Latest revision as of 15:44, 7 October 2012

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