README update

This commit is contained in:
minjaesong
2023-06-06 19:56:33 +09:00
parent 2f6126d0ea
commit 70da6a5142

View File

@@ -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. The issue page is open. If you have some issues to submit, or have a question, please leave it on the page.
#### Little notes #### Notes and Limitations
- To display Bulgarian/Serbian variants, you need special Control Characters. (GameFontBase.charsetOverrideBulgarian -- U+FFFC1; GameFontBase.charsetOverrideSerbian -- U+FFFC2) - Displaying Bulgarian/Serbian variants of Cyrillic requires 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. - 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
- 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. - 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. - 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 ### 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): On your code (Kotlin):
import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap
class YourGame : Game() { class YourGame : Game() {
lateinit var fontGame: Font lateinit var fontGame: Font
override fun create() { 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): On your code (Java):
import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap;
class YourGame extends BasicGame { class YourGame extends BasicGame {
Font fontGame; Font fontGame;
@Override void create() { @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 ### 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. 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.