The Marathon Markup Language - <interface> Element
This kind of element specifies stuff used in the heads-up display (HUD). It has one attribute, "motion_sensor", which is boolean, and which indicates whether or not the motion sensor will be active. In what follows, the HUD coordinates used will be x = rightward and y = downward, with the HUD's top left corner being at x = 0, y = 320. This element also contains these kinds of child elements:
- <rect>, with all interface rectangles;
it contains the attributes
- index, others are short integers
- top
- left
- bottom
- right
All of them are mandatory.
The interface rectangles have the meanings listed below.
- <color>, for all interface colors; it is indexed.
For more on specifying colors, go here.
The interface colors have the meanings listed below.
- <font>, for all interface fonts; it is indexed.
For more on specifying fonts, go here.
The interface fonts have the meanings listed below.
- <weapon>, for the weapon display;
it contains the attributes
- index: the only mandatory attribute
- shape: the shape number (which frame in "Interface")
- start_y: these are for the text-display rectangle
- end_y
- start_x: if centered, then equal to -1
- end_x: if centered, then equal to -1
- top: weapon sprite's position in screen
- left
- multiple: whether the display will show two of them (1) or only one (0)
and an optional child element, <ammo>, which contains the attributes
- index: either 0 or 1, and the only mandatory attribute
- type: this has these possible values
- 0: No display (alien weapon, for example)
- 1: Box display (partially-filled box; takes interface-color indexes instead of shapes)
- 2: Discrete-bullet display
- left: position in screen
- top
- across: how many bullets (energy-weapon max number)
- down: how many bullets (unused for energy weapons)
- delta_x: bullet offset (energy-weapon width)
- delta_y: bullet offset (energy-weapon height)
- bullet_shape: the shape number for a bullet, or the full-region color index
- empty_shape: the shape number for an empty bullet, or the empty-region color index
- right_to_left: which way the bullets go as they are used (0 is left-to-right)
Here is a list of all the interface rectangles:
- Player Name
- Oxygen
- Shield
- Motion Sensor
- Microphone
- Inventory
- Weapon Display
- New-Game Button
- Load-Game Button
- Gather Button
- Join Button
- Preferences Button
- Replay Button
- Save-Last Button
- Replace-Saved Button
- Credits Button
- Quit Button
- Center Button
Here is a list of all the interface colors:
- Ammo Box-Display Full
- Ammo Box-Display Empty
- Black
- Inventory Text
- Inventory Header Background
- Inventory Background
- Slate Player
- Red Player
- Violet Player
- Yellow Player
- White Player
- Orange Player
- Blue Player
- Green Player
- White
- Invalid Weapon
- Computer Border-Text background
- Computer Border Text
- Computer Text
- Computer White Text
- Computer Red Text
- Computer Dark Green Text
- Computer Cyan Text
- Computer Yellow Text
- Computer Dark Red Text
- Computer Blue Text
Here is a list of all the interface fonts:
- Interface
- Weapon Name
- Player Name
- Interface Item Count
- Terminal
- Terminal Title
- Network Statistics
Here is a list of all the weapon displays:
- Knife (seems to be a placeholder for wielding no weapon)
- Pistol
- Fusion Pistol
- Assault Rifle
- Rocket Launcher
- Flamethrower
- Alien Weapon
- Shotgun
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