A bitmap text render for Kha based on Angel Code format
In your project.kha specify the texture and the font file with the extension
You can create the font file with apps like [Littera]
"assets": [
{
"type": "image",
"file": "Pacifico.png",
"name": "Pacifico.png"
},
{
"type": "blob",
"file": "Pacifico.fnt",
"name": "Pacifico.fnt"
}
],
"rooms": [
{
"name": "base",
"parent": null,
"neighbours": [],
"assets":
[
"Pacifico.png",
"Pacifico.fnt"
]
}
]
Load the fonts to the chache
BitmapText.loadFont('Pacifico');
BitmapText uses a image to render the text. This image can be used later to render the text to the Framebuffer
Create the bitmaptext specifying the font name, text and size of the image
var text = new BitmapText('The quick brown fox jumps over the lazy dog', 'Pacifico', 550, 120);
It's possible to pass some initial render parameters
var text2 = new BitmapText('The quick brown fox jumps over the lazy dog', 'Bevan', 550, 100,
{
color: Color.Black,
bgColor: Color.fromFloats(0.9, 0.9, 0.9),
align: BitmapTextAlign.Center,
lineHeight: 45
});
```
If you change some parameters later, use
```
text.update();
```
To render the text again on the image.
With this you can render the text using it's image.
```
g.drawImage(text.image, 125, 30);
```
[Littera]:http://kvazars.com/littera/