Screen#
Contains functions and variables related to the current map screen, including functions for drawing and creating/loading objects belonging to the screen.
Access with Screen->
.
Variables#
untyped[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
bool[] |
|
bool[] |
|
bool |
|
int |
|
int |
|
const int |
|
const int |
|
const int |
|
const int |
|
const int |
|
const int |
|
int[] |
|
int[] |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int[] |
|
bool[] |
|
int |
|
int[] |
|
int[] |
|
int |
|
int |
|
int |
|
int |
|
int[] |
|
int[] |
|
int |
|
int[] |
|
int |
|
int[] |
|
bool[] |
|
int |
|
int |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int[] |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int[] |
|
int[] |
|
int[] |
|
bool[] |
|
bool[] |
|
int |
|
int |
|
int |
|
int[] |
|
int[] |
|
int[] |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
untyped[] |
|
const bool |
|
const int |
|
const npc[] |
|
const itemsprite[] |
|
const lweapon[] |
|
const eweapon[] |
|
const ffc[] |
|
const portal[] |
|
bool[] |
|
bool[] |
|
int |
|
untyped[] |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
|
int |
HasItem deprecated |
int[] |
ScreenFlags deprecated |
int |
EnemyFlags deprecated |
int |
SideWarpIndex deprecated |
bool[] |
NumFFCs deprecated |
int |
EntryX deprecated |
int |
EntryY deprecated |
int |
LensLayer deprecated |
Functions#
int |
NumItems() deprecated |
LoadItem(int n) |
|
CreateItem(int id) |
|
LoadFFC(int n) |
|
int |
NumNPCs() deprecated |
LoadNPC(int n) |
|
CreateNPC(int id) |
|
void |
ClearSprites(int spritelist) |
void |
Rectangle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = |
void |
Circle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = |
void |
Arc(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8 = |
void |
Ellipse(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = |
void |
Line(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = |
void |
Spline(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 = |
void |
PutPixel(int arg1, int arg2, int arg3, int arg4, int arg5 = |
void |
PutPixels(int layer, int ptr, int rx, int ry, int rangle) |
void |
DrawTiles(int layer, int ptr) |
void |
DrawCombos(int layer, int ptr) |
void |
Lines(int layer, int ptr) |
void |
DrawCharacter(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10 = |
void |
DrawInteger(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10 = |
void |
DrawTile(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8 = |
void |
DrawTileCloaked(int layer, int x, int y, int tile, int blockw, int blockh, int flip = |
void |
DrawCombo(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9 = |
void |
DrawComboCloaked(int layer, int x, int y, int combo, int tilewidth, int tileheight, int flip = |
void |
Quad(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, int arg12, int arg13, int arg14, int arg15) |
void |
Triangle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, int arg12, int arg13) |
void |
Quad3D(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) |
void |
Triangle3D(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) |
void |
FastTile(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = |
void |
FastCombo(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = |
void |
DrawString(int layer, int x, int y, int font, int color, int background_color, int format, char32[] str, int opacity = |
void |
DrawString(int layer, int x, int y, int font, int color, int background_color, int format, char32[] str, int opacity, int shadow_type, int shadow_color) |
void |
DrawLayer(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = |
void |
DrawScreen(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = |
void |
DrawBitmap(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, bool arg12) |
void |
DrawBitmapEx(int layer, int bitmap_id, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = |
void |
TileBlit(int layer, int tile, int cset, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = |
void |
ComboBlit(int layer, int combo, int cset, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = |
void |
SetRenderTarget(int rt) |
void |
Message(int message_id) |
int |
NumLWeapons() deprecated |
LoadLWeapon(int n) |
|
CreateLWeapon(int id) |
|
int |
NumEWeapons() deprecated |
LoadEWeapon(int n) |
|
CreateEWeapon(int id) |
|
bool |
isSolid(int arg1, int arg2) |
bool |
isSolidLayer(int x, int y, int layer) |
void |
|
void |
ZapIn() |
void |
ZapOut() |
void |
WavyIn() |
void |
WavyOut() |
void |
|
void |
|
void |
OpeningWipe(int effect) |
void |
ClosingWipe(int effect) |
void |
Polygon(int layer, int num_points, int vertices, int color, int opacity = |
void |
DrawFrame(int layer, int x, int y, int tile, int cset, int width, int height, bool overlay = |
bool |
SecretsTriggered() deprecated |
bool |
|
bool |
TriggerCombo(int layer, int pos) |
int |
NumPortals() deprecated |
LoadPortal(int n) |
|
void |
DrawLightSquare(int arg1, int arg2, int arg3 = |
void |
DrawLightCircle(int arg1, int arg2, int arg3 = |
void |
DrawLightCone(int cx, int cy, int dir, int length = |
bool |
GetExDoor(int dir, int index) |
void |
SetExDoor(int dir, int index, bool state) |
void |
SetSideWarp(int side, int screen, int dmap, int type) |
void |
SetTileWarp(int arg1, int arg2, int arg3, int arg4) |
CreateLWeaponDx(int type, int baseitem) |
|
LoadNPCByUID(int arg1) deprecated |
|
LoadLWeaponByUID(int arg1) deprecated |
|
LoadEWeaponByUID(int arg1) deprecated |
|
int |
LayerMap(int arg1) deprecated |
int |
LayerScreen(int arg1) deprecated |
int |
GetSideWarpDMap(int arg1) deprecated |
int |
GetSideWarpScreen(int arg1) deprecated |
int |
GetSideWarpType(int arg1) deprecated |
int |
GetTileWarpDMap(int arg1) deprecated |
int |
GetTileWarpScreen(int arg1) deprecated |
int |
GetTileWarpType(int arg1) deprecated |
Enumerations#
WipeEffect WIPE_CIRCLE = 0
WipeEffect WIPE_OVAL = 1
WipeEffect WIPE_TRIANGLE = 2
WipeEffect WIPE_SMAS = 3
WipeEffect WIPE_FADEBLACK = 4
WipeEffect WIPE_MAX = 5
Variable descriptions#
A set of 8 misc values for each screen.
Valid values: ComboType (CT_
).
The effect area bits of each of the 176 combos used on the screen.
The 32 screen states used by this screen. Use the ScreenState (ST_
) constants to
access.
The βExtra Statesβ used by this screen.
Whether or not the screen is βlitβ. Applies to Classic Darkrooms.
The remaining time, in frames, of the βWavyβ visual effect. Decrements by 1 each frame.
The remaining time, in frames, of the βQuakeβ visual effect. Decrements by 1 each frame.
const int NumItems π Source
Returns the number of the given object type that are present on the current screen.
const int GetRenderTarget π Source
Gets/sets the current βRender Targetβ. Most times this should be βRT_SCREENβ, though versions older than 2.55 required using this for bitmap drawing. 2.55βs bitmap effectively obsolete the render target system, and should be used instead of this.
Returns the number of the given object type that are present on the current screen.
const int ShowingMessage π Source
The message ID of the currently active message. 0 if no message is displayed.
const int NumLWeapons π Source
Returns the number of the given object type that are present on the current screen.
const int NumEWeapons π Source
Returns the number of the given object type that are present on the current screen.
The screen room type.
int MovingBlockLayer π Source
The layer of a currently moving pushblock. Is -1 and ignores writes if there is no pushblock currently moving. Allows values 0-6; the block will βsettle into placeβ on this layer.
int MovingBlockCombo π Source
int MovingBlockCSet π Source
The undercombo ID used by the screen.
The CSet of the undercombo used by the screen.
The screen guy.
The screen string.
The screen item.
To determine if there is an item on the screen, if you ever assigned item 0 as a valid screen item in your quest, you will also want to read HasItem for that screen.
Note: The NULL value is 0
, which is a valid item.
int[] TileWarpType π Source
The Tile Warp type for Tile Warps A, B, C, and D; [0], [1], [2], and [3] respectively.
Valid indices: TileWarpIndex (TILEWARP_
).
Valid values: WarpType (WT_
).
bool[] TileWarpOverlay π Source
Set or get the overlay state for the warp ID corresponding to the index of this array.
The doorset used by the screen, for NES dungeon doors.
The X-component for each of the four 2.50+ (blue) warp return squares.
The Y-component for each of the four 2.50+ (blue) warp return squares.
The X component for where a Stairs secret appears on the screen.
The Y component for where a Stairs secret appears on the screen.
The X component for the item location on the screen.
The Y component for the item location on the screen.
int[] TileWarpDMap π Source
The destination DMap for each of the four warp types.
int[] TileWarpScreen π Source
The destination screen for each of the four warp types.
The Maze Path βExit Directionβ.
The IDs of the enemies that spawn on the screen.
The enemy βSpawn Patternβ.
Valid values: EnemyPattern (PATTERN_
).
int[] SideWarpType π Source
The Sidewarp type for Sidewarps A, B, C, and D; [0], [1], [2], and [3] respectively.
Valid indices: SideWarpIndex (SIDEWARP_
).
Valid values: WarpType (WT_
).
bool[] SideWarpOverlay π Source
Set or get the overlay state for the warp ID corresponding to the index of this array.
The X-component for the pre-2.50 (green) arrival square.
The X-component for the pre-2.50 (green) arrival square.
The four Maze Path directions.
int[] SideWarpScreen π Source
The destination screen for each of the four sidewarps.
Returns the sidewarp ID for a given screen edge, as SideWarpID``dir``
;
Returns SIDEWARP_NONE if there is no sidewarp in that direction.
Valid indices: DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT
Valid values: SideWarpIndex (SIDEWARP_
)
int[] TileWarpReturnSquare π Source
The return square used by Tile Warp (A, B, C, D).
int[] SideWarpReturnSquare π Source
The return square used by Side Warp (A, B, C, D).
int[] SideWarpDMap π Source
The destination DMap for each of the four sidewarps.
The palette for the screen set via βF4β or βScreen>>Paletteβ in ZQuest
The screen βCatchallβ value.
The value of Damage Combo Sensitivity for the screen.
The No Reset Flagset. Values are ORd together as follows:
TODO: document values
The No Carry Over Flagset. Values are ORd together s follows:
TODO: document values
The Map IDs used by screen layers 1 through 6, represented as [1] through [6].
Index [0] does nothing, and trying to access it will report an error to the log.
The Screen IDs used by screen layers 1 through 6, represented as [1] through [6].
Index [0] does nothing, and trying to access it will report an error to the log.
int[] LayerOpacity π Source
The opacity value for each layer used by this screen.
Valid layers are 1 through 6, represented as [1] through [6].
Index [0] does nothing, and trying to access it will report an error to the log.
bool[] LayerInvisible π Source
If true, the current layer is invisible.
Writing this true for layers 1 through 6 will make those layers invisible.
bool[] ScriptDraws π Source
If true, the ZC engine will perform script draws on the given queue layer.
Each queue layer returns true by default.
Writing this false disables script draws targetted to a specific layer queue.
int TimedWarpTimer π Source
The timer used by βTime Warp Ticsβ in Screen Data->T.Warp
The map to where secrets on the current mapscreen carry over.
Corresponds to the Screen Data>>>Screen State Carryover βNext Mapβ selection in the ZQ Editor.
The screen to where secrets on the current mapscreen carry over.
Corresponds to the Screen Data>>>Screen State Carryover βNext Screenβ selection in the ZQ Editor.
The Combo IDs used by βSecret Combosβ on this screen.
See SECCMB_
in std_constants.zh for more information.
The CSets used by βSecret Combosβ on this screen.
See SECCMB_
in std_constants.zh for more information.
The Combo Flags used by βSecret Combosβ on this screen.
See SECCMB_
in std_constants.zh for more information.
The βAmbient Soundβ under S.Data2.
The Boss Roar sound for this screen.
The sound that will play on this screen, when secrets are triggered.
The sound that will play if Link holds an item over his head on this screen.
The MIDI that plays on this screen.
The screendata script used for the current screen.
The eight D args used by the screendata script for the current screen.
const bool SecretsTriggered π Source
Returns true if secrets have been triggered on this screen (including temp).
const int NumPortals π Source
Returns the number of the given object type that are present on the current screen.
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
const itemsprite[] Items π Source
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
const lweapon[] LWeapons π Source
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
const eweapon[] EWeapons π Source
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
const portal[] Portals π Source
Internal Array pointers to arrays containing all of each respective type of object on the screen. These arrays are 0-indexed.
Arrays of the layers which the lens shows, and hides, respectively.
Arrays of the layers which the lens shows, and hides, respectively.
The size of the Data[] array.
Changes save to the save file.
Resizable array of data for scripts to use.
Changes save to the save file.
Number of enemies remaining alive on this screen.
The palette for the screen set via βF4β or βScreen>>Paletteβ in ZQuest
int CarryoverScreen π Source
Stores the information on warp returns, butwise.
Deprecated by [SideWarpReturnSquare[4]] and [TileWarpReturnSquare[4]].
The bits are DDCCBBAADDCCBBAA, where the left section is sidewarp returns, and the right is tilewarp returns.
If not zero, then the item for this screen will be shown.
When the Hero takes the item on a screen, this is set to 0.
Warning
Deprecated! Check β->Item > -1β instead!
Warning
Deprecated!
A flagset for enemies on the screen (E.Flags).
Valid values (ORd) together, are:
Warning
Deprecated!
The warp return IDs. Deprecated by SideWarpID[].
Warning
Deprecated!
Warning
Deprecated!
Warning
Deprecated! Use Hero->RespawnX instead!
Warning
Deprecated! Use Hero->RespawnY instead!
Warning
Deprecated!
Function descriptions#
Returns the number of the given object type that are present on the current screen.
Warning
Deprecated! Use NumItems instead!
itemsprite LoadItem(int n) π Source
Where β1 <= n <= NumItemsβ, returns a pointer to the nth object on the screen.
itemsprite CreateItem(int id) π Source
Creates a new sprite object, with the given ID. Use the LW_
and EW_
constants for CreateLWeapon()
/CreateEWeapon()
. Use the item editor
IDs and enemy editor IDs for CreateItem()
/CreateNPC()
.
ffc LoadFFC(int n) π Source
Returns a pointer to the nth ffc on the screen, where 1 <= n <=
MAX\_FFC
.
Returns the number of the given object type that are present on the current screen.
Warning
Deprecated! Use NumNPCs instead!
npc LoadNPC(int n) π Source
Where 1 <= n <= NumNPCs
, returns a pointer to the nth npc on the
screen.
npc CreateNPC(int id) π Source
Creates a new sprite object, with the given ID. Use the NPC_ constants.
void ClearSprites(int spritelist) π Source
Kills all sprite objects of the specified type, using the SL_
constants.
void Rectangle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = 1
, int arg8 = 0
, int arg9 = 0
, int arg10 = 0
, bool arg11 = true
, int arg12 = 128
) π Source
void Circle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = 1
, int arg7 = 0
, int arg8 = 0
, int arg9 = 0
, bool arg10 = true
, int arg11 = 128
) π Source
void Arc(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8 = 1
, int arg9 = 0
, int arg10 = 0
, int arg11 = 0
, bool arg12 = true
, bool arg13 = true
, int arg14 = 128
) π Source
void Ellipse(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = 1
, int arg8 = 0
, int arg9 = 0
, int arg10 = 0
, bool arg11 = true
, int arg12 = 128
) π Source
void Line(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = 1
, int arg8 = 0
, int arg9 = 0
, int arg10 = 0
, int arg11 = 128
) π Source
void Spline(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 = 1
) π Source
void PutPixel(int arg1, int arg2, int arg3, int arg4, int arg5 = 0
, int arg6 = 0
, int arg7 = 0
, int arg8 = 128
) π Source
void PutPixels(int layer, int ptr, int rx, int ry, int rangle) π Source
Puts multiple pixels to the screen in one function call.
PutPixels() expects an array as its arg, with the array in the format of
repeating blocks of { x, y, color, trans }
Example:
This draws two pixels to the screen.
The first is at coordinates (25, 10)
, color 5, and it is opaque. The
second is at coordinates (26, 10)
, color 6, and opaque.
void DrawTiles(int layer, int ptr) π Source
Similar to FastTile(), but it draws multiple tiles in one call.
The arg *ptr[] should be an array with repeating sets of:
{x,y,tile,color,opacity}
β¦per tile that you want to draw.
void DrawCombos(int layer, int ptr) π Source
Similar to FastCombo, but draws multiple combos in one call.
The arg *ptr[] should be an array with repeating sets of:
{x,y,combo,cset,opacity}
β¦per combo that you want to draw.
void Lines(int layer, int ptr) π Source
Similar to Line(0, but draws multiple lines in one call.
The arg *ptr[] should be an array with repeating sets of: { x, y, x2,
y2, color, scale, rx, ry, angle, opacity }
β¦per line that you want to draw.
void DrawCharacter(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10 = 128
) π Source
void DrawInteger(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10 = 0
, int arg11 = 128
) π Source
void DrawTile(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8 = -1
, int arg9 = -1
, int arg10 = 0
, int arg11 = 0
, int arg12 = 0
, int arg13 = 0
, bool arg14 = true
, int arg15 = 128
) π Source
void DrawTileCloaked(int layer, int x, int y, int tile, int blockw, int blockh, int flip = 0
) π Source
As DrawTile(), but draws with a cloaked effect.
void DrawCombo(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9 = -1
, int arg10 = -1
, int arg11 = 0
, int arg12 = 0
, int arg13 = 0
, int arg14 = 0
, bool arg15 = true
, int arg16 = 128
) π Source
void DrawComboCloaked(int layer, int x, int y, int combo, int tilewidth, int tileheight, int flip = 0
) π Source
As DrawCombo(), but draws with a cloaked effect.
void Quad(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, int arg12, int arg13, int arg14, int arg15) π Source
void Triangle(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, int arg12, int arg13) π Source
void Quad3D(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) π Source
void Triangle3D(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8) π Source
void FastTile(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = 128
) π Source
void FastCombo(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = 128
) π Source
void DrawString(int layer, int x, int y, int font, int color, int background_color, int format, char32[] str, int opacity = 128
) π Source
void DrawString(int layer, int x, int y, int font, int color, int background_color, int format, char32[] str, int opacity, int shadow_type, int shadow_color) π Source
As DrawString(), but includes a shadow on the text.
Valid values for shadow_type
: ShadowType (SHD_
).
void DrawLayer(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 = 0
, int arg8 = 128
) π Source
void DrawScreen(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 = 0
) π Source
void DrawBitmap(int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11, bool arg12) π Source
void DrawBitmapEx(int layer, int bitmap_id, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = 0
, int cx = 0
, int cy = 0
, int mode = 0
, int lit = 0
, bool mask = true
) π Source
void TileBlit(int layer, int tile, int cset, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = 0
, int cx = 0
, int cy = 0
, int mode = 0
, int lit = 0
, bool mask = true
) π Source
As βbitmap->BlitToβ, but draws from a tile instead of a bitmap
Blit supports multiple MODES, ORβd together as a bitmask:
const int BITDX_NORMAL = 0;
const int BITDX_TRANS = 0x01; //Translucent
const int BITDX_PIVOT = 0x02; //THe sprite will rotate at a specific
point, instead of its center. const int BITDX_HFLIP = 0x04; //Horizontal
Flip const int BITDX_VFLIP = 0x08; //Vertical Flip.
You can also set a pivot point for the rotation, using βint cxβ and βint cyβ
If these are non-zero, the rotation anchor point will center on these coordinates.
You may specify a colour to βint litβ to use a lit mode. This tints the entire bitmap using that colour index of the main palette.
void ComboBlit(int layer, int combo, int cset, int source_x, int source_y, int source_w, int source_h, int dest_x, int dest_y, int dest_w, int dest_h, int rotation = 0
, int cx = 0
, int cy = 0
, int mode = 0
, int lit = 0
, bool mask = true
) π Source
As βTileBlitβ, but uses the current tile of a specified combo.
Blit supports multiple MODES, ORβd together as a bitmask:
const int BITDX_NORMAL = 0;
const int BITDX_TRANS = 0x01; //Translucent
const int BITDX_PIVOT = 0x02; //THe sprite will rotate at a specific
point, instead of its center. const int BITDX_HFLIP = 0x04; //Horizontal
Flip const int BITDX_VFLIP = 0x08; //Vertical Flip.
You can also set a pivot point for the rotation, using βint cxβ and βint cyβ
If these are non-zero, the rotation anchor point will center on these coordinates.
You may specify a colour to βint litβ to use a lit mode. This tints the entire bitmap using that colour index of the main palette.
void SetRenderTarget(int rt) π Source
Gets/sets the current βRender Targetβ. Most times this should be βRT_SCREENβ, though versions older than 2.55 required using this for bitmap drawing. 2.55βs bitmap effectively obsolete the render target system, and should be used instead of this.
void Message(int message_id) π Source
Triggers the message number message_id
from the Strings table to be
displayed on the screen.
If message_id
is 0, any message being displayed will be removed.
Returns the number of the given object type that are present on the current screen.
Warning
Deprecated! Use NumLWeapons instead!
lweapon LoadLWeapon(int n) π Source
Where 1 <= n <= :ref:`NumItems<globals_screen_var_numitems>`
, returns a pointer to the nth object on the
screen.
lweapon CreateLWeapon(int id) π Source
Creates a new lweapon object, with the given ID. Use the LW_
constants.
Returns the number of the given object type that are present on the current screen.
Warning
Deprecated! Use NumEWeapons instead!
eweapon LoadEWeapon(int n) π Source
Where 1 <= n <= :ref:`NumItems<globals_screen_var_numitems>`
, returns a pointer to the nth object on the
screen.
eweapon CreateEWeapon(int id) π Source
Creates a new sprite object, with the given ID. Use the LW_
and EW_
constants for CreateLWeapon()
/CreateEWeapon()
. Use the item editor
IDs and enemy editor IDs for CreateItem()
/CreateNPC()
.
bool isSolid(int arg1, int arg2) π Source
bool isSolidLayer(int x, int y, int layer) π Source
As βScreen->isSolid()β, but instead of returning true if there is solidity on layers 0, 1, or 2,
returns the solidity only for the specified layer.
void TriggerSecrets() π Source
Triggers secrets on this screen (temp only, write State[] to set the perm secret state)
Plays the warping screen βzapβ effect.
Plays the warping screen βzapβ effect.
Plays the warping screen βwaveβ effect.
Plays the warping screen βwaveβ effect.
void OpeningWipe() π Source
Plays the warping screen βwipeβ effect, respecting the wipe-related QRs.
void ClosingWipe() π Source
Plays the warping screen βwipeβ effect, respecting the wipe-related QRs.
void OpeningWipe(int effect) π Source
Plays the warping screen βwipeβ effect.
Valid values for effect
: WipeEffect (WIPE_
).
void ClosingWipe(int effect) π Source
Plays the warping screen βwipeβ effect.
Valid values for effect
: WipeEffect (WIPE_
).
void Polygon(int layer, int num_points, int vertices, int color, int opacity = 128
) π Source
void DrawFrame(int layer, int x, int y, int tile, int cset, int width, int height, bool overlay = true
, int opacity = 128
) π Source
Draws a frame using a 2x2 block of tiles, where the upper-left corner of which is the βtileβ value
This works based on how the engine subscreen frame object works, stretching the frame from those tiles to whatever size you specify.
Width/height are in 8-pixel increments; ex. 4,4 would give a 2x2 tile block; 8,8 would give a 4x4.
bool SecretsTriggered() π Source
Returns true if secrets have been triggered on this screen (including temp).
Warning
Deprecated! Use SecretsTriggered instead!
bool SpawnScreenEnemies() π Source
Immediately attempts to spawn the Enemy[], using the Pattern.
bool TriggerCombo(int layer, int pos) π Source
Attempts to trigger the combo at βlayer,posβ. Returns true on success, false on failure.
Returns the number of the given object type that are present on the current screen.
Warning
Deprecated! Use NumPortals instead!
portal LoadPortal(int n) π Source
Where 1 <= n <= :ref:`NumItems<globals_screen_var_numitems>`
, returns a pointer to the nth object on the
screen.
portal CreatePortal() π Source
Creates a new sprite object, with the given ID. Use the LW_
and EW_
constants for CreateLWeapon()
/CreateEWeapon()
. Use the item editor
IDs and enemy editor IDs for CreateItem()
/CreateNPC()
.
void DrawLightSquare(int arg1, int arg2, int arg3 = -1
, int arg4 = -1
, int arg5 = -1
, int arg6 = -1
, int arg7 = -1
) π Source
void DrawLightCircle(int arg1, int arg2, int arg3 = -1
, int arg4 = -1
, int arg5 = -1
, int arg6 = -1
, int arg7 = -1
) π Source
void DrawLightCone(int cx, int cy, int dir, int length = -1
, int transp_rad = -1
, int dith_rad = -1
, int dith_type = -1
, int dith_arg = -1
) π Source
Draws a cone of light to the engine darkroom bitmap, emanating in the 8-dir βdirβ from the point βcx,cyβ.
bool GetExDoor(int dir, int index) π Source
Returns a door state for the screen.
Each direction (DIR_UP,DIR_DOWN,DIR_LEFT,DIR_RIGHT) has 8 indexes (0-7)
void SetExDoor(int dir, int index, bool state) π Source
Sets a door state for the screen.
Each direction (DIR_UP,DIR_DOWN,DIR_LEFT,DIR_RIGHT) has 8 indexes (0-7)
void SetSideWarp(int side, int screen, int dmap, int type) π Source
Valid values for type
: WarpType (WT_
).
void SetTileWarp(int arg1, int arg2, int arg3, int arg4) π Source
lweapon CreateLWeaponDx(int type, int baseitem) π Source
Create an lweapon with sprites, sounds, and other values set as if it was generated by a specific item.
npc LoadNPCByUID(int arg1) π Source
Warning
Deprecated!
lweapon LoadLWeaponByUID(int arg1) π Source
Warning
Deprecated!
eweapon LoadEWeaponByUID(int arg1) π Source
Warning
Deprecated!
int LayerMap(int arg1) π Source
Warning
Deprecated! Use LayerMap[] instead!
int LayerScreen(int arg1) π Source
Warning
Deprecated! Use LayerScreen[] instead!
int GetSideWarpDMap(int arg1) π Source
Warning
Deprecated! Use SideWarpDMap[] instead!
int GetSideWarpScreen(int arg1) π Source
Warning
Deprecated! Use SideWarpScreen[] instead!
int GetSideWarpType(int arg1) π Source
Warning
Deprecated! Use SideWarpType[] instead!
int GetTileWarpDMap(int arg1) π Source
Warning
Deprecated! Use TileWarpDMap[] instead!
int GetTileWarpScreen(int arg1) π Source
Warning
Deprecated! Use TileWarpScreen[] instead!
int GetTileWarpType(int arg1) π Source
Warning
Deprecated! Use TileWarpType[] instead!