![]() ![]() The game's lighting system (for dark levels) is an interesting one - it clears a surface with white color, then "punches out" black and gray holes in the surface, then draws it with subtractive blending mode over the game, having it that white areas of surface become black on screen, gray areas darken the image, and black areas leave the image unaffected.ĭraw_dark_begin executes after the surface is cleared. #define draw_gui draw_text_nt ( 10, 50, ) Same as tags, but aligns the image to be in the middle of X symbols. ![]() #define draw_gui draw_text_nt ( 10, 50, "Fire with or ) Key images are 3 characters wide at most. (sprKeySmall:) Displays a keyboard button as per player's settings (controls).(sprButBug:) Same as sprButSmall, but, well, larger sprites.#define draw_gui draw_text_nt ( 10, 50, "Move with ) Displays a controller button as per player's settings (controls + gamepad type).#define draw_gui draw_text_nt ( 10, 50, blast" ) Shows the given sprite animated at given speed, measured in multiplier relative to 30fps.#define draw_gui draw_text_nt ( 10, 50, s that make breakfast" ) Shows a specific frame of the given sprite.#define draw_gui draw_text_nt ( 10, 50, can roll" ) The sprite will be shown animated at 12fps (game's standard). Can be either name of built-in sprite or a decimal sprite index for custom sprites. To put it shortly, when executed, the program will pause for the given number of frames while the rest of the game continues executing. One of the scripting language's most notable features is the wait-instruction.
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