113 lines
5.2 KiB
HTML
113 lines
5.2 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Rooms</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Rooms</h3>
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Manipulating rooms on the fly is a dangerous thing to do. You have to realize that rooms
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change all the time due to what is happening in the game. This normally only involves the
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currently active room and there are many routines described in previous sections to
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manipulate the instances, backgrounds, and tiles in the active room. But changes in the
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active room will last if the room is persistent. Hence, you should never manipulate
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aspects of the currently active room or any room that is persistent and that has already
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been visited before. Such changes in general won't be noticed but might sometimes even
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lead to unexpected errors. Due to the fact that rooms are linked in a complicated way
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there is also no routine to delete a room.
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<p>
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The following routines are available
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<p>
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<blockquote></b>
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<tt><b>room_set_width(ind,w)</b></tt>
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Sets the width for the room with the indicated index.<br>
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<tt><b>room_set_height(ind,h)</b></tt>
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Sets the height for the room with the indicated index.<br>
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<tt><b>room_set_caption(ind,str)</b></tt>
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Sets the caption for the room with the indicated index.<br>
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<tt><b>room_set_persistent(ind,val)</b></tt>
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Sets whether the room with the indicated
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index is persistent or not.<br>
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<tt><b>room_set_code(ind,str)</b></tt>
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Sets the initialization code string for the room
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with the indicated index.<br>
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<tt><b>room_set_background_color(ind,col,show)</b></tt>
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Sets the color properties for
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the room with the indicated index if is does not have a background image. col indicates
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the color and show indicates whether the color must be shown or not.<br>
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<tt><b>room_set_background(ind,bind,vis,fore,back,x,y,htiled,vtiled,hspeed,vspeed,alpha)</b></tt>
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Sets background with index bind (0-7) for the room with the indicated index. vis
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indicates whether the background is visible and fore whether it is actually a foreground.
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back is the index of the background image. x,y indicate the position of the image and
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htiled and vtiled indicate whether the image must be tiled. hspeed and vspeed indicate the
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speed with which the background moves and alpha indicates an alpha translucency value (1 =
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solid and fastest).<br>
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<tt><b>room_set_view(ind,vind,vis,xview,yview,wview,hview,xport,yport,wport,hport,hborder,vborder,hspeed,vspeed,obj)</b></tt>
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Sets the view with index vind (0-7) for the room with the indicated index. vis indicates
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whether the view is visible. xview, yview, wview, and hview indicate the position of the view
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in the room. xport, yport, wport, and hport indicate the position on the screen.
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When the view must follow an object
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hborder and vborder indicate the minimal visible border that must be kept around the
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object. hspeed and vspeed indicate the maximal speed with which the view can move. obj is
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the index of the object or the index of the instance.<br>
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<tt><b>room_set_view_enabled(ind,val)</b></tt>
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Sets whether views must be enabled for
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the room with the indicated index.<br>
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<tt><b>room_add()</b></tt>
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Adds a new room. It returns the index of the room. Note that
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the room will not be part of the room order. So the new room does not have a previous or a
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next room. If you want to move to an added room you must provide the index of the room.<br>
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<tt><b>room_duplicate(ind)</b></tt>
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Adds a copy of the room with the given index. It returns the index of the room.<br>
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<tt><b>room_assign(ind,room)</b></tt>
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Assigns the indicated room to room ind. So this makes a copy of the room.<br>
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<tt><b>room_instance_add(ind,x,y,obj)</b></tt>
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Adds a new instance of object obj to the
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room, placing it at the indicate position. It returns the index of the instance.<br>
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<tt><b>room_instance_clear(ind)</b></tt>
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Removes all instances from the indicated room.<br>
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<tt><b>room_tile_add(ind,back,left,top,width,height,x,y,depth)</b></tt>
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Adds a new tile
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to the room at the indicate position. It returns the index of the tile. back is the
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background from which the tile is taken. left, top, width and height indicate the part of
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the background that forms the tile. x,y is the position of the tile in the room and depth
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is the depth of the tile.<br>
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<tt><b>room_tile_add_ext(ind,back,left,top,width,height,x,y,depth,xscale,yscale,alpha)</b></tt>
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Same as the previous routine but this time you can also specify a scaling factor
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in x and y direction and an alpha transparency for the tile.<br>
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<tt><b>room_tile_clear(ind)</b></tt>
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Removes all tiles from the indicated room.<br.
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</blockquote>
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<p>
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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room_set_width()
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room_set_height()
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room_set_caption()
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room_set_persistent()
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room_set_code()
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room_set_background_color()
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room_set_background()
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room_set_view()
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room_set_view_enabled()
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room_add()
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room_duplicate()
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room_assign()
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room_instance_add()
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room_instance_clear()
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room_tile_add()
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room_tile_add_ext()
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room_tile_clear()
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--> |