CGameText Class¶
The structure used for this class is CGameText
Quick Ref |
void CGameText::CGameText(CGameArea* pArea, CPoint& pt, long posZ, int nDuration, unsigned char nBeginFade, CString& sText, int hasSound, CGameObject* pTarget) |
virtual void CGameText::AIUpdate() |
virtual unsigned char CGameText::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck) |
virtual unsigned char CGameText::DoAIUpdate(unsigned char active, long counter) |
virtual void CGameText::RemoveFromArea() |
virtual void CGameText::Render(CGameArea* pArea, CVidMode* pVidMode) |
void CGameText::SetText(CPoint& pt, long posZ, int nDuration, unsigned char nBeginFade, CString& sText, int hasSound) |
Constructors¶
Name |
Description |
Constructs a |
CGameText::CGameText¶
Constructs a CGameText
object
void CGameText::CGameText(
CGameArea* pArea,
CPoint& pt,
long posZ,
int nDuration,
unsigned char nBeginFade,
CString& sText,
int hasSound,
CGameObject* pTarget);
Parameters
CGameArea* pArea - pointer to area
CPoint& pt - x and y coordinates of text position
long
posZ - z height of text positionint
nDuration - how long text is displayed on screenunsigned char
nBeginFade -CString& sText - address of string containing text to display
int
hasSound -CGameObject* pTarget - pointer to target object to display text at
Remarks
Constructs a CGameText
object
Methods¶
Name |
Description |
CGameText::AIUpdate¶
virtual void CGameText::AIUpdate();
Remarks
CGameText::CanSaveGame¶
virtual unsigned char CGameText::CanSaveGame(
unsigned long& strError,
int restCheck,
int combatCheck);
Parameters
unsigned long
& strError -int
restCheck -int
combatCheck -
Return Value
Returns unsigned char
Remarks
CGameText::DoAIUpdate¶
virtual unsigned char CGameText::DoAIUpdate(
unsigned char active,
long counter);
Parameters
unsigned char
active -long
counter -
Return Value
Returns unsigned char
Remarks
CGameText::RemoveFromArea¶
virtual void CGameText::RemoveFromArea();
Remarks
CGameText::Render¶
Render text
virtual void CGameText::Render(
CGameArea* pArea,
CVidMode* pVidMode);
Parameters
Remarks
CGameText::SetText¶
void CGameText::SetText(
CPoint& pt,
long posZ,
int nDuration,
unsigned char nBeginFade,
CString& sText,
int hasSound);
Parameters
CPoint& pt - x and y coordinates of text position
long
posZ - z height of text positionint
nDuration - how long text is displayed on screenunsigned char
nBeginFade -CString& sText - address of string containing text to display
int
hasSound -
Remarks