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{{Useful Function}} | {{Useful Function}} | ||
This function can be used to position dx-effects on your screen. The function requires you to create a box. This box exist out of the dimensions width/height and a X/Y position. The box is used to help with positioning dx-effects that do have | This function can be used to position dx-effects on your screen. The function requires you to create a box. This box exist out of the dimensions width/height and a X/Y position. The box is used to help with positioning dx-effects that do have a width/height. The box can have 0 width and 0 height, but it is recommended to fill those in with the dimensions of the dx-effect you want to draw. | ||
Latest revision as of 22:44, 22 August 2024
This function can be used to position dx-effects on your screen. The function requires you to create a box. This box exist out of the dimensions width/height and a X/Y position. The box is used to help with positioning dx-effects that do have a width/height. The box can have 0 width and 0 height, but it is recommended to fill those in with the dimensions of the dx-effect you want to draw.
Syntax
float startX, float startY = getScreenStartPositionFromBox(float width, float height, float offsetX, float offsetY, [string startIndicationX = "left", string startIndicationY = "top"])
Required Arguments
- width: The width of the box.
- height: The height of the box.
- offsetX:The offset from it's current position. ("left"/"center" startIndicationX = offset added.) ("right" startIndicationX = offset subtracted.)
- offsetY: The offset from it's current position. ("top"/"center" startIndicationY = offset added.) ("bottom" startIndicationY = offset subtracted.)
- startIndicationX: The X position of the box: "left", "right", "center"
- startIndicationY: The Y position of the box: "top", "bottom", "center"
Returns
Returns 2 values:
- startX: Start X position
- startY: Start Y position
Code
Click to collapse [-]
Clientside Scriptdo local screenX, screenY = guiGetScreenSize() function getScreenStartPositionFromBox (width, height, offsetX, offsetY, startIndicationX, startIndicationY) if type(width) ~= "number" then width = 0 end if type(height) ~= "number" then height = 0 end if type(offsetX) ~= "number" then offsetX = 0 end if type(offsetY) ~= "number" then offsetY = 0 end local startX = offsetX local startY = offsetY if startIndicationX == "right" then startX = screenX - (width + offsetX) elseif startIndicationX == "center" then startX = screenX / 2 - width / 2 + offsetX end if startIndicationY == "bottom" then startY = screenY - (height + offsetY) elseif startIndicationY == "center" then startY = screenY / 2 - height / 2 + offsetY end return startX, startY end end
Example
Click to collapse [-]
Client--[[ Draw a rectangle on the left-bottom of the screen. The offset from the bottom and left is 100 pixels. ]] addEventHandler("onClientRender",root, function () -- Note: The following values are not scaled. See second example for how to scale it for all screen resolutions. local rectangleWidth, rectangleHeight = 400, 200 local startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, 100, 100, "right", "bottom") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) end)
Click to collapse [-]
Client--[[ - Scaled version for all screen resolutions - Multiple rectangles ]] --[[ Prepare the scale multiplier: ]] -- Your resolution as developer. local devScreenX = 1920 local devScreenY = 1080 -- The current resolution of the client local screenX, screenY = guiGetScreenSize() -- Get the scale value local scaleValue = screenY / devScreenY -- Set an upper limit, so that it isn't scaled too small. scaleValue = math.max(scaleValue, 0.65) --[[ Start drawing: ]] addEventHandler("onClientRender",root, function () -- Scale the dimensions: local rectangleWidth, rectangleHeight = 400 * scaleValue, 200 * scaleValue local offSetX, offsetY = 50 * scaleValue, 50 * scaleValue -- Start drawing at the correct position: local startX, startY --[[ left & top ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, offsetY, "left", "top") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ right & top ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, offsetY, "right", "top") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ right & bottom ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, offsetY, "right", "bottom") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ left & bottom ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, offsetY, "left", "bottom") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ left & center Note: offsetY is 0. ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, 0, "left", "center") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ right & center Note: offsetY is 0. ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, offSetX, 0, "right", "center") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ center & top Note: offsetX is 0. ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, 0, offsetY, "center", "top") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ center & bottom Note: offsetX is 0. ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, 0, offsetY, "center", "bottom") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) --[[ center & center Note: offsetX and offsetY are 0. ]] startX, startY = getScreenStartPositionFromBox(rectangleWidth, rectangleHeight, 0, 0, "center", "center") dxDrawRectangle ( startX, startY, rectangleWidth, rectangleHeight, tocolor(0, 150, 0), false ) end)
Author: IIYAMA
See Also
Table functions
- addTableChangeHandler » This function monitors the changes of a table.
- pairsByKeys » This function sort pairs table.
- rangeToTable » This function converts a string range to a table containing number values.
- setTableProtected » This function protects a table and makes it read-only.
- setTableToSql » This function is used to save the table in the database (sql).
- Sort_Functions » These functions are able to sort your tables by a key.
- getKeyFromValueInTable » This function returns the key of the specified value in a table.
- getTableFromSql » This functionality is used to obtain saved tables using the function (SetTableToSql ).
- isValueInTable » This function returns true if the value exists in the table, false if the value does not exist in the table.
- table.compare » This function checks whether two given tables are equal.
- table.copy » This function copies a whole table and all the tables in that table.
- table.deepmerge » This function deep merges two tables. Every nested table will be correspondingly merged.
- table.element » This function returns a new table with only userdata content.
- table.flip » This function returns the table from the last value to the first value, such as reflection.
- table.fromString » This function converts string to a table.
- table.getRandomRows » This function returns random rows from table.
- table.map » This function goes through a table and replaces every field with the return of the passed function, where the field's value is passed as first argument and optionally more arguments.
- table.merge » This function merges two or more tables together.
- table.random » This function retrieves a random value from a table.
- table.removeValue » This function removes a specified value from a table.
- table.size » This function returns the absolute size of a table.
ACL functions
- aclGroupClone » This function clone a group to another group with/without ACLs and/or objects.
- renameAclGroup » This function gives an existing ACL group a new name.
- getPlayersInACLGroup » This function returns all players in an ACL group.
- isPlayerInACL » This function checks if a player element is in an ACL group.
Account functions
- getPlayerFromAccountName » This function is used to obtain a player by the name of his account.
- isPlayerAccount » This function checks if the account is a valid player account (account exists and is not a guest account)
Camera functions
- smoothMoveCamera » This function allows you to create a cinematic camera flight.
- sCamera » The function creates a speed camera in-game, fines speeding vehicles, and notifies the driver and take money from player based on vehicle speed.
Colshape functions
- createGarageColShape » This function creates a collision shape from the specified garage.
Cursor functions
- getCursorMovedOn » This function checks in which way the cursor is currently moving.
- setCursorCenteredOnRectangle » This functions will center the cursor inside a rectangle.
Drawing functions
- dxDrawAnimWindow » This function draws an animated 2D window on the screen.
- dxDrawBorderedRectangle » This is a function that will create a bordered rectangle.
- dxDrawBorderedText » This is a function that will create a bordered text.
- dxDrawDashedLine » This function draws a line with dashes.
- dxDrawEditbox » This function draws a edit box across the screen - rendered for one frame. This should be used in conjunction with onClientRender in order to display continuously.
- dxDrawGifImage » This function simulates the effect of a GIF image by using image sprites in 2D.
- dxDrawImage3D » This function draws a 3D image in GTA world.
- dxDrawImageOnElement » This function draws an image on any element.
- dxDrawLinedRectangle » This is a function that will create a rectangle outline with dx lines.
- dxDrawLoading » This function draws a loading bar on the screen.
- dxDrawOctagon3D » This function creates a 3D Octagon
- dxDrawPolygon » This function draws a custom polygon on the screen.
- dxDrawProgressBar » This function simulates a progress bar drawed using DirectDraw.
- dxDrawRectangle3D » This function draws a 3D rectangle in GTA world.
- dxDrawRectangleOnPlayer » This function draws a 3D rectangle above the player.
- dxDrawRing » This function draws a ring with dx lines.
- dxDrawRombo » This function creates a Rhombus.
- dxDrawSprite » This function draw a sprite in the 3D world.
- dxDrawTextOnElement » This function draws a text on any element.
- dxDrawTextOnRectangle » Esta funcion crea un rectangle con un texto dentro.
- dxDrawTriangle » This is a function that will create a triangle with dx lines.
- dxDrawBordered3DLine »This function creates a bordered area with 3D dx lines.
- dxFade » This function fade-in or fade-out any dxDraw by gradually changing its alpha value.
- dxGetFontSizeFromHeight » This function calculates the font size from given height.
- dxGetRealFontHeight » This function calculates the height of a font.
- wordWrap » This function breaks a long string into a table of separate lines limited to a specific length in pixels, for drawing separately.
- CreateRectangle3D » This is a function that will create a 3d rectangle on the player screen.
- getScreenStartPositionFromBox » This function helps with getting the correct position for your dx-effects.
Effects functions
- attachEffect » This function allows you attach an effect to an element.
- setScreenFlash » This function will make the screen flash(like a screenshot).
Element functions
- autoAttach » This function attaches one element into another at the same position and rotation they are.
- attachElementToBone » This function allows you to attach an element to ped bone accurately using new bone functions.
- getElementDirectionCardialPoint » This function returns the direction of the element according to the wind rose.
- getElementSpeed » This function returns the specified element's speed in m/s, km/h or mph.
- getElementUsingData » This function returns table elements that contains the elements data with the given key and value.
- getElementZoneFullName » This function allows you to retrieve the zone full name of a element.
- getElementsInDimension » This function returns a table of elements that are in the specified dimension.
- getElementsWithinMarker » This function returns a table of elements that are within a marker's collision shape.
- getNearestElement » This function returns the nearest element (of a specific type) to a player.
- getPositionInFrontOfElement » This function returns position in provided distance away from element, including element's rotation.
- isElementInAir » This function checks if an element is in air or not.
- isElementInPhotograph » This function checks if an element is in the player's camera picture area.
- isElementInRange » This function allows you to check if an element's range to a main point is within the maximum range.
- isElementMoving » This function checks if an element is moving.
- isElementPlayer » This function checks whether the element is a player or not.
- isElementWithinAColShape » This function checks if an element is within a collision shape element.
- multi_check » This function checks one element to many, handy and clean.
- setElementSpeed » This function allows you to set the speed of an element in kph or mph units.
Events
- onClientPlayerTimeChange » This code implements an event that is triggered when the player's real time change.
- onPlayerZoneChange » This code implements an event that is triggered when the player enters a new area on the map.
- onVehicleWeaponFire » This code implements an event that is triggered when a player in a vehicle fires a vehicle's weapon.
Input functions
- bindControlKeys » This function allows you to bind each key bound to a control individually. Doing this bypasses a little MTA restriction.
- unbindControlKeys » This function allows you to unbind each key bound to a control individually. Use this function with bindControlKeys.
- getBoundControls » This function returns a table of control names that are bound to the specified key.
- isCommandHandlerAdded » This function allows you to check if a command is added or not in the respective resource.
Data functions
- levenshtein » This function can be used to calculate the Levenshtein distance between two strings.
- gregorianToJalali » This function converts gregorian date to jalali/shamsi date.
- byte2human » This function converts an integer (number of bytes) into a human-readable unit.
- capitalize » This function capitalizes a given string.
- convertDate » This function converts date to another look.
- convertServerTickToTimeStamp » This function converts server ticks to a unix timestamp.
- convertTextToSpeech » This function converts the provided text to a speech in the provided language which players can hear.
- findRotation3D » This function takes two sets of XYZ coordinates. It returns the 3D direction from point A to point B.
- findRotation » This function takes two points and returns the direction from point A to point B.
- formatDate » This function formats a date on the basis of a format string and returns it.
- formatNumber » This function formats large numbers by adding commas.
- generateRandomASCIIString » This function returns a random string which uses ASCII characters.
- generateString » This function generates a random string with any characters.
- getAge » This function calculates the age of a given birthday.
- getDistanceBetweenElements » Returns the distance between two elements.
- getDistanceBetweenPointAndSegment2D » This function takes point coordinates and line (a segment) starting and ending coordinates. It returns the shortest distance between the point and the line.
- getEasterDate » This function returns easter date monthday and month for a given year.
- getElementRelatedAngle » This function returns the related angle between one element to another. This is useful to check which side an element is to another.
- getFreeDimension » This function get free dimension.
- getOffsetFromXYZ » This function allows you to take an entity and a position and calculate the relative offset between them accounting for rotations.
- getPointFromDistanceRotation » This function finds a point based on a starting point, direction and distance.
- getRealMonth » This function returns the current month name
- getRGColorFromPercentage »This function returns two integers representing red and green colors according to the specified percentage.
- getScreenRotationFromWorldPosition » This function returns a screen relative rotation to a world position.
- getTimestamp » This function returns the UNIX timestamp of a specified date and time.
- gradientString » This function transforms a string in a new coloured gradient string.
- hex2rgb » This function convert hex to rgb.
- hexColorToRGB » This function convert hex string/number to RGBA values.
- isLeapYear » This function returns a boolean representing if a given year is a leap year.
- isValidMail » This function checks whether a provided e-mail string is valid.
- removeHex » This function is used to remove hexadecimal numbers (colors, for example) from strings.
- RGBToHex » This function returns a string representing the color in hexadecimal.
- RGBToHSV » This function convert RGB to HSV color space.
- RGBToDecimal » This function convert RGB to Decimal color.
- secondsToTimeDesc » This function converts a plain seconds-integer into a user-friendly time description.
- string.count » This function counts the amount of occurences of a string in a string.
- string.explode » This function splits a string at a given separator pattern and returns a table with the pieces.
- string.insert » This function inserts a string within another string at a given position.
- splitMultiple » This function improves the split function so that multiple characters can be used as the split at character.
- switch » This function allows the value of a variable or expression to control the flow of program execution via a multiway branch.
- tocolor2rgba » This function convert tocolor to rgba.
- toHex » This function converts a decimal number to a hexadecimal number, as a fix to be used client-side.
- var dump » This function outputs information about one or more variables using outputConsole.
- wavelengthToRGBA » This function converts a physical wavelength of light to a RGBA color.
- fixPersianString » This function returns a fixed sorted bilingual RTL for strings consisting of Farsi/Arabic and English.
GUI functions
- centerWindow » This function centers a CEGUI window element responsively in any resolution.
- isMouseOnGUICloseButton » This function allows you to check whether the mouse cursor/pointer is within a gui-window's native close button.
- isMouseOnGuiElement » This function allows you to check whether or not your mouse is over a specific gui element, this is especially useful if the gui element has a parent.
- guiMoveElement » This function moves guiElement by/like using moveObject.
- guiSetStaticImageMovable » This function allows you to move a static image like a gui window.
Comboboxes
- guiComboBoxAdjustHeight » This function adjusts a CEGUI combobox element to have the correct height.
Gridlists
- convertGridListToText » This function converts grid list contents to text.
- getGridListRowIndexFromText » This function returns the GridList row index from the specified text.
- guiGridListAddPlayers » This function add all online players to a grid list.
- isTextInGridList » This function checks if some text exist or not in the GridList.
- guiGridListGetColumnIDFromTitle » This function gets a gridlist's column ID from the column title.
- guiGridListGetSelectedText » This function returns a string containing the inner text of a selected gridlist item.
- guiGridListSetColumnNonSortable » This function makes a gridlist column become non-sortable.
Labels
- guiLabelAddEffect » This function add an effects to the gui-label like (shadow, outline).
Marker functions
- createMarkerAttachedTo » This function creates a marker that is attached to an element.
Math functions
- reMap » Re-maps a number from one range to another.
- math.clamp » This function returns the number between range of numbers or it's minimum or maximum.
- math.getBezierPoint » Get N-th order bezier point.
- math.hypot » This function returns the Hypotenuse of the triangle given by sides x and y.
- math.isPointInPolygon » Check if point is inside polygon or not.
- math.lerp » Get val between two integer.
- math.percent » This function returns a percentage from two number values.
- math.polygonArea » Compute area of any polygon.
- math.randomDiff » Generates a pseudo-random integer that's always different from the last random number generated.
- math.rotVecToEulerAngle » Rotation Vector To Euler Angle
- math.round » Rounds a number whereas the number of decimals to keep and the method may be set.
- mathNumber » This function is a workaround for the client-side floating-point precision of 24-bits.
- math.percentProgress » Returns a percentage progress from two specific values.
- math.average » This function returns the simple arithmetic mean of multiple numbers.
- math.absin » This function returns a formula representing the just positive half of a sine wave.
Map functions
- assignLod » This function lets you conveniently generate and apply a LOD model to a mapping object.
- getWorldPositionFromMapPosition » This function converts an F11 map position to world position.
Ped functions
- getAlivePlayersInTeam » This function returns a table of the alive players in a team.
- getGuestPlayers » This function gets a players not login or players Guest .
- getOnlineAdmins » This function returns a table of all logged-in administrators.
- getPedEyesPosition » This function allows you to get peds eyes position.
- getPedGender » This function allows you to get peds their gender.
- getPedMaxHealth » This function returns a pedestrians's maximum health by converting it from their maximum health stat.
- getPedMaxOxygenLevel » This function returns a ped's maximum oxygen level by converting it from their maximum underwater stamina stat.
- getPedWeaponSkill » This function returns a ped's corresponding weapon skill level name.
- getPedHitBone » This function gets the approximate number of the bone where the ped is hit.
- getPlayerFromNamePart » This function returns a player from partial name.
- getPlayerFromSerial » This function returns a player from their serial.
- getPlayersByData » This function returns a table of players that have the specified data name.
- getPlayersInPhotograph » This function returns a table of all players in photograph.
- getPlayersInVehicles » This function returns a table of the players insides vehicles from a specified dimension.
- getPlayerNameFromID » This function will get the player name from the ID element data.
- isPedAiming» This function checks if a pedestrian is aiming their weapon.
- isPedAimingNearPed » This is similar to isPedAiming but uses a colshape to be more precise.
- isPedDiving » This feature checks that pedestrian is diving in the water.
- isPedDrivingVehicle » This function checks if a specified pedestrian is driving a vehicle.
- isPedNearbyWall » This function checks if player/ped is nearby a objects like buildings or walls.
- isPlayerInTeam » This function checks if a player is in a specified team.
- setPedAttack » This function will make a ped attack a specified target.
- setPedFollow » This function will make a ped follow a specified target.
Player functions
- countPlayersInRange » This function returns the number of players that are within a certain range of the specified coordinates.
- getPlayerPreviousAndNextWeapon » This function returns the player previous and next weapon.
- getPlayersInRange » This function make a table of players within certain range.
- isPlayerActuallyInVehicle » This function checks if a player is actually in a vehicle instead of just in the process of entering.
- isPlayerHitByVehicle » This function cancels event when a element is hit by a vehicle.
Resource functions
- getResourceScripts » This function returns a table of the resource scripts.
- getResourceSettings » This function returns a table of the resource settings.
- getResourceSize » This function returns the size of a specified resource in kB(kilobyte)
- refreshResource » This function refreshes your resource if you changed any of the files
- setResourcePriority » This function set resource download priority group.
Sound functions
- isSoundFinished » This function checks if a sound element has finished.
- stopSoundSlowly » This function stop your sound element slowly.
Browser functions
- playVideo » This function plays a video on the screen.
Team functions
- getTeamFromColor » This function returns a team element by the specified color.
- getTeamWithFewestPlayers » This function returns a team element with least players of all the specified teams.
Vehicle functions
- findEmptyCarSeat » This function finds you the first empty seat in a vehicle.
- getNearestVehicle » This function gets the nearest vehicle to the specified player in a specified distance.
- getRandomVehicle » This function gets a random vehicle.
- getValidVehicleModels » This function returns a table of all valid vehicle models.
- getVehiclesCountByType » This function returns the amount of vehicles by the given type as an integer value.
- getVehicleTurnVelocityCenterOfMass» This function gets a vehicle's turn velocity relative to the vehicle's center or mass.
- isVehicleDoubleExhaust » This function checks is exhaust vehicle double.
- isVehicleEmpty » This function checks whether a vehicle is empty.
- isVehicleOccupied » This function checks if a specified vehicle is occupied.
- isVehicleOnRoof » This function checks whether vehicle is on roof.
- isVehicleOnFire » This function checks if the vehicle is on fire or not.
- isVehicleReversing » This function checks if a specified vehicle is moving backwards.
- isVehicleUpgraded » This function checks is vehicle upgraded by upgrade ID.
- setVehicleGravityPoint » This function sets a vehicle's gravity in the direction of a 3 dimensional coordinate with the strength specified.
- setVehicleTurnVelocityCenterOfMass » This function sets a vehicle's turn velocity relative to the vehicle's center or mass.
- setVehicleHandlingFromText » This function sets a vehicle's handling from text.
- setVehicleWheelModel » This function changes the wheel model of the informed vehicle.
Weapon functions
- getJetpackWeaponsEnabled » This function returns a table of enabled weapons usable on a jetpack.
Object functions
- getDynamicDoorObjectOpenRatio » This function tells you how open a dynamic door is in a range from 0 to 1.
- isElementObject » This function tells you if an element is an object or no.
XML functions
- getXMLNodes » This function returns all children of a XML node.
Engine functions
- engineGetCOLsFromLibrary » This function gets the collision data from the col library.
- engineLoadIMGContainer » This function loads the IMG container.
Utility
- animate » This function allows you to use interpolateBetween without render event and easily used.
- callClientFunction » This function allows you to call any client-side function from the server's side.
- callServerFunction » This function allows you to call any server-side function from the client's side.
- check » This function checks if its arguments are of the right type and calls the error-function if one is not.
- checkPassiveTimer » This function allows you to use passive timers in your conditions. For example you want to prevent players repeatedly using a command.
- coroutine.resume » This function applies a fix for hidden coroutine error messages.
- compact » This function create table containing variables and their values.
- getBanBySerial » This function returns the ban if the serial is banned.
- getBanFromName » This functions returns the ban of the given playername.
- getCurrentFPS » This function returns the frames per second at which GTA: SA is running.
- getSkinNameFromID » This function returns the name of the skin from the given id.
- IfElse » This function returns one of two values based on a boolean expression.
- isLastExecuteInTimer » This function check if the execute is the last execute in the timer.
- isMouseInCircle » This function checks if a cursor position is in circular area or not.
- isMouseInPosition » This function allows you to check whether the mouse cursor/pointer is within a rectangular position.
- iterElements » This function returns a time-saving iterator for your for-loops.
- PlotTrajectoryAtTime » Calculate projectile/water trajectory.
- preprocessor » This function allow you to use gcc macros.
- vector3:compare » This method checks whether two vectors match, with optional precision.
- svgCreateRoundedRectangle » This function creates a rectangle with rounded edges.
- debounce » This function is removing unwanted input noise.
- listAllFiles » This function lists all files and subdirectories within a given directory and its subdirectories.
String functions
- string.endsWith » This function checks if a string ends with other string.
- string.startsWith » This function checks if a string starts with other string.
- string.repetition » This function repeats a substring n times.