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README update
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53
README.md
53
README.md
@@ -8,10 +8,10 @@ The JAR package is meant to be used with LibGDX (extends ```BitmapFont``` class)
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The issue page is open. If you have some issues to submit, or have a question, please leave it on the page.
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The issue page is open. If you have some issues to submit, or have a question, please leave it on the page.
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#### Little notes
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#### Notes and Limitations
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- To display Bulgarian/Serbian variants, you need special Control Characters. (GameFontBase.charsetOverrideBulgarian -- U+FFFC1; GameFontBase.charsetOverrideSerbian -- U+FFFC2)
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- Displaying Bulgarian/Serbian variants of Cyrillic requires special Control Characters. (`GameFontBase.charsetOverrideBulgarian` -- U+FFFC1; `GameFontBase.charsetOverrideSerbian` -- U+FFFC2)
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- 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.
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- 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
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- 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.
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- 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
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- 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.
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- 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.
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### Design Goals
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### Design Goals
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@@ -33,12 +33,14 @@ The issue page is open. If you have some issues to submit, or have a question, p
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On your code (Kotlin):
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On your code (Kotlin):
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import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap
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class YourGame : Game() {
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class YourGame : Game() {
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lateinit var fontGame: Font
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lateinit var fontGame: Font
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override fun create() {
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override fun create() {
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fontGame = GameFontBase(path_to_assets)
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fontGame = TerrarumSansBitmap(path_to_assets, ...)
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...
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...
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}
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}
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@@ -53,12 +55,14 @@ On your code (Kotlin):
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On your code (Java):
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On your code (Java):
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import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap;
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class YourGame extends BasicGame {
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class YourGame extends BasicGame {
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Font fontGame;
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Font fontGame;
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@Override void create() {
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@Override void create() {
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fontGame = new GameFontBase(path_to_assets);
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fontGame = new TerrarumSansBitmap(path_to_assets, ...);
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...
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...
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}
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}
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@@ -71,43 +75,6 @@ On your code (Java):
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}
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}
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}
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}
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### Using on Slick2d (legacy version only)
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On your code (Kotlin):
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class YourGame : BasicGame("YourGameName") {
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lateinit var fontGame: Font
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override fun init(gc: GameContainer) {
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fontGame = GameFontBase(path_to_assets)
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...
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}
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override fun render(gc: GameContainer, g: Graphics) {
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g.font = fontGame
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g.drawString(...)
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}
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}
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On your code (Java):
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class YourGame extends BasicGame {
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Font fontGame;
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@Override void init(GameContainer gc) {
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fontGame = new GameFontBase(path_to_assets);
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...
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}
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@Override void render(GameContainer gc, Graphics g) {
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g.setFont(fontGame);
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g.drawString(...);
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}
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}
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### How to Use Color Code
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### How to Use Color Code
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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.
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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.
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