diff --git a/README.md b/README.md index 64fd989..b988ab4 100755 --- a/README.md +++ b/README.md @@ -8,10 +8,10 @@ The JAR package is meant to be used with LibGDX (extends ```BitmapFont``` class) The issue page is open. If you have some issues to submit, or have a question, please leave it on the page. -#### Little notes -- To display Bulgarian/Serbian variants, you need special Control Characters. (GameFontBase.charsetOverrideBulgarian -- U+FFFC1; GameFontBase.charsetOverrideSerbian -- U+FFFC2) -- All Han characters are in Chinese variant, no other variants are to be supported as most Chinese, Japanese and Korean people can understand other's variant and as long as I can, we don't bother anyway. -- Indian script in general is not perfect: right now this font will never do the proper ligatures (I can't draw all the 1 224 possible combinations). Hopefully it's still be able to understand without them. +#### Notes and Limitations +- Displaying Bulgarian/Serbian variants of Cyrillic requires special Control Characters. (`GameFontBase.charsetOverrideBulgarian` -- U+FFFC1; `GameFontBase.charsetOverrideSerbian` -- U+FFFC2) +- All Han characters are in Mainland Chinese variant. There is no plan to support the other variants unless there is someone willing to do the drawing of the characters +- Only the Devanagari and Tamil has full (as much as I can) ligature support for Indic scripts -- Bengali script does not have any ligature support - Slick2d versions are now unsupported. I couldn't extend myself to work on both versions, but I'm still welcome to merge your pull requests. ### Design Goals @@ -33,12 +33,14 @@ The issue page is open. If you have some issues to submit, or have a question, p On your code (Kotlin): + import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap + class YourGame : Game() { lateinit var fontGame: Font override fun create() { - fontGame = GameFontBase(path_to_assets) + fontGame = TerrarumSansBitmap(path_to_assets, ...) ... } @@ -53,12 +55,14 @@ On your code (Kotlin): On your code (Java): + import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap; + class YourGame extends BasicGame { Font fontGame; @Override void create() { - fontGame = new GameFontBase(path_to_assets); + fontGame = new TerrarumSansBitmap(path_to_assets, ...); ... } @@ -71,43 +75,6 @@ On your code (Java): } } - -### Using on Slick2d (legacy version only) - -On your code (Kotlin): - - class YourGame : BasicGame("YourGameName") { - - lateinit var fontGame: Font - - override fun init(gc: GameContainer) { - fontGame = GameFontBase(path_to_assets) - ... - } - - override fun render(gc: GameContainer, g: Graphics) { - g.font = fontGame - g.drawString(...) - } - } - -On your code (Java): - - class YourGame extends BasicGame { - - Font fontGame; - - @Override void init(GameContainer gc) { - fontGame = new GameFontBase(path_to_assets); - ... - } - - @Override void render(GameContainer gc, Graphics g) { - g.setFont(fontGame); - g.drawString(...); - } - } - ### How to Use Color Code Color codes are individual unicode characters. While you can somehow make a raw character and paste in on your code, it's certainly not desirable. Fortunately, we're also providing utility functions for the color codes.