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
longposZ - z height of text positionintnDuration - how long text is displayed on screenunsigned charnBeginFade -CString& sText - address of string containing text to display
inthasSound -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 -intrestCheck -intcombatCheck -
Return Value
Returns unsigned char
Remarks
CGameText::DoAIUpdate
virtual unsigned char CGameText::DoAIUpdate(
unsigned char active,
long counter);
Parameters
unsigned charactive -longcounter -
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
longposZ - z height of text positionintnDuration - how long text is displayed on screenunsigned charnBeginFade -CString& sText - address of string containing text to display
inthasSound -
Remarks