FadeIn (int speed)
Fades in from a black screen to the current palette. This is used to restore the screen after a FadeOut call. SPEED is from 1 (slowest) to 64 (fastest).
NOTE: This is a blocking function.
Example:
FadeOut(30);
Wait(40);
FadeIn(10);
will fade the screen to black, wait 1 sec (40 game cycles) and then fade in again.
See also: CyclePalette
,
FadeOut
, SetFadeColor
FadeOut (int speed)
Fades the screen out to black. SPEED is the speed of the fade, from 1 (slowest) to 64 (instant). You can restore the screen with FadeIn.
NOTE: This is a blocking function.
Example:
FadeOut(30);
Wait(40);
FadeIn(10);
will fade the screen to black, wait 1 sec (40 game cycles) and then fade in again.
See also: CyclePalette
,
FadeIn
, SetFadeColor
FlipScreen (int way)
Flips the screen round either the horizontal or vertical axis, or both. This function is for special effects only - all co-ordinates remain the same and it doesn't effect any other script functions.
way value | flip direction |
---|---|
0 | normal |
1 | horizontal-flip (upside-down) |
2 | vertical-flip (left-to-right) |
3 | both (upside-down and backwards) |
NOTE: This function is still a bit buggy - black parts of the screen may show up wrong, and and pop-up messages will flip the screen back to normal.
Example:
FlipScreen(1);
will flip the screen upside down.
SetFadeColor(int red, int green, int blue)
Changes the color which the screen fades out to, to have the specified RGB value. Each of the parameters can range from 0-255. The default is black, i.e. (0, 0, 0)
The color that you set here will be used in all future calls to FadeIn/FadeOut, and also for the screen transition if it is set to Fade In/Out.
Example:
SetFadeColor(200, 0, 0);
will mean that next time the screen fades out, it fades to red instead of black.
SeeAlso: FadeIn
, FadeOut
,
SetScreenTransition
SetNextScreenTransition(TransitionStyle)
Sets the room transition type to TransitionStyle, but ONLY for the next room change. After that, it will revert back to the normal transition type specified in the editor or with SetScreenTransition.
For the possible values for TransitionStyle, see
SetScreenTransition
.
Example:
SetNextScreenTransition(eTransitionBoxout);
cEgo.ChangeRoom(10);
will go to room 10 with a box-out effect, but then return to the normal transition type from then on.
SeeAlso: SetScreenTransition
SetScreenTransition(TransitionStyle)
Changes the default screen transition. TransitionStyle can be one of the following:
eTransitionFade
eTransitionInstant
eTransitionDissolve
eTransitionBoxout
eTransitionCrossfade
All future transitions will be done as specified until you call this function again.
Example:
SetScreenTransition(eTransitionFade);
will change the room transitions to Fade.
SeeAlso: SetNextScreenTransition
ShakeScreen (int amount)
Shakes the screen to simulate, for example, an earthquake. AMOUNT is how much the screen shakes: 1 is hardly anything, and 25 is a lot.
Example:
ShakeScreen(5);
will shake the screen a little.
See also: ShakeScreenBackground
ShakeScreenBackground (int delay, int amount, int length)
Shakes the screen to simulate, for example, an earthquake. The game is not paused while the screen shakes - it will continue in the background.
DELAY specifies the 'shakiness' of the shake - 2 is the lowest you can pass for this, and will create the most shaky screen.
AMOUNT specifies the ferociousness of the shake - i.e. how much the screen moves by when it does shake. Here, 1 is a very tiny shake, up to about 30 for a ferocious shake.
LENGTH specifies how long the shake lasts for, in game loops. For example, 80 would be equivalent to 2 seconds at the default game speed.
You can abort any current background shake that is in progress by calling this command with the LENGTH parameter as zero.
Example:
ShakeScreenBackground (4, 10, 80);
will shake the screen a little for 2 seconds.
See also: ShakeScreen
TintScreen (int red, int green, int blue)
Tints the screen with the specified RGB values. RED, GREEN and BLUE range from 1 to 100.
Pass (0, 0, 0) to turn off the tinting and go back to how the screen normally looks.
For historical reasons, the tint works by applying a 50%
-transparent
layer of the specified color to the screen after everything else has
been drawn. Therefore, it may not lead to the sort of results you might
expect.
NOTE: This command is currently experimental, since it causes a massive slowdown in the engine, especially at high resolutions. If you use it, you should provide an option for the player to turn it off.
NOTE: This feature does not work in 256-color games.
Example:
TintScreen (100, 50, 50);
will tint a heavy dose of red.