File: setCharacterExtra.html

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
<head>
<TITLE>setCharacterExtra</TITLE>
  <link rel="stylesheet" type="text/css" href="style.css" />
</head>
<BODY>
<HR>
<div align="center"><img id="headerGraphic" src="images/sludge300.png" alt="SLUDGE"/></div>
<h2>setCharacterExtra</h2>
<HR>

<H3>Syntax:</H3>

<P>
<pre class="syntax">setCharacterExtra (<i>thisCharacter, setting</i>);</pre>
</P>

<H3>Purpose:</H3>

<P>
Changes the properties for <i>thisCharacter</i> which determine how it is to be drawn. The <i>setting</i> parameter should be one of the following enumerations, or the sum of two or more of the following should you wish to enable more than one of the effects.
</P>

<P>
<b>NORMAL   </b>Use this option on its own if you wish to enable <i>none</i> of the following features.
</P>

<P>
<b>FIXEDSIZE   </b>The character is drawn at a fixed size, regardless of the current scale settings (see the <a href="setScale.html">setScale</a> command).
</P>

<P>
<b>FRONT   </b>The character is drawn in front of all non-<b>FRONT</b> characters.
</P>

<P>
<b>NOZBUFFER   </b>The character is drawn in its entirety, regardless of any z-buffer (set using the <a href="setZBuffer.html">setZBuffer</a> function).
</P>

<P>
<b>FIXTOSCREEN   </b>The character's x and y positions are used to determine where it is drawn on the screen/window (rather than in relation to the background image). In short... wherever the scene may scroll (using the <a href="aimCamera.html">aimCamera</a> function) the character's image will remain in the same place in relation to the SLUDGE window.
</P>

<P>
<b>NOLIGHTMAP   </b>The character isn't affected by the loaded light-map (set using the <a href="setLightMap.html">setLightMap</a> function).
</P>

<P>
<b>NOREMOVE   </b>The character isn't removed by the <a href="removeAllCharacters.html">removeAllCharacters</a> function (it can still be removed by the <a href="removeCharacter.html">removeCharacter</a> function).
</P>

<P>
<b>RECTANGULAR   </b>When working out if the mouse is over this character, use the whole rectangular region not just the visible (non-transparent) pixels.
</P>

<P>
<b>ICON   </b>A shorter (and marginally quicker) way to specify all of the following features: <b>FIXEDSIZE + FRONT + NOZBUFFER + FIXTOSCREEN + NOLIGHTMAP</b>
</P>

<P>
If <i>thisCharacter</i> is an object type which is not currently represented on the screen as a character, the code has no effect. If <i>thisCharacter</i> has been hidden using the <a href="hideCharacter.html">hideCharacter</a> command, the character's properties are changed but the character is not made visible.
</P>

<H3>Return value:</H3>

<P>
TRUE if <i>thisCharacter</i> is an object type which is currently represented on the screen as a character, otherwise FALSE (i.e. TRUE if the call to the function was a success).
</P>

<H3>Example:</H3>

<P>
<pre>addCharacter (inventoryIcon, 600, 40, spinningInventoryBoxAnimation);
setCharacterExtra (inventoryIcon, ICON + NOREMOVE);

addCharacter (lensFlare, 600, 40, lensFlareAnimation);
setCharacterExtra (inventoryIcon, FIXEDSIZE + NOZBUFFER + NOLIGHTMAP);</pre>
</P>

<H3>See also:</H3>

<P>
<a href="Object_Types_as_Characters.html">Object Types as Characters</a>
</P>

<P>
<a href="addCharacter.html">addCharacter</a>
</P>

<P>
<a href="setCharacterDrawMode.html">setCharacterDrawMode</a>
</P>

<P>
<a href="showCharacter.html">showCharacter</a>
</P>

<P class="copyright-notice">SLUDGE and this SLUDGE documentation are <A HREF="Copyright.html">copyright</A> Hungry Software and contributors 2000-2012
</P>

<HR>
</BODY>
</html>