🥳 Feature complete: everything about displaying text and labels is finished
I've been more or less ignoring the text-rendering part of the project ever since we got to "can display an FPS counter" since throughout development that's all I needed. I have finally caught up and finished everything that I had planned related to displaying text inside a game.
I've been more or less ignoring the text-rendering part of the project ever since we got to "can display an FPS counter" since throughout development that's all I needed, but that was absolutely not enough even for a first release 🤣. I finally caught up and finished everything that I had planned related to displaying text inside a game.
This week I added:
- Support for loading and caching custom fonts from *.ttf file assets
- Support for text rotation
- Typewriter animation effect
- Smart word wrapping based on a container's pixel-width
- Justifying multiline text to the center of a rect
- Functions to measure the dimensions (width, height, center point and y-offset) of a chunk of text (even if it's rotated, or virtual and not displayed)
- Adjustable padding (line-spacing) between lines
- Drawing text onto specific entity layers and render targets
- Linewise scrolling to prevent text from overflowing the pixel-height of a container
I'm also working on a basic RPG dialog scripting package that you'll be able to drop right into your own games. Until then, you can find this helpful example in examples/dialogue
You can see it in action above.