mirror of
https://github.com/curioustorvald/Terrarum-sans-bitmap.git
synced 2026-03-07 11:51:50 +09:00
README update
This commit is contained in:
53
README.md
53
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.
|
||||
|
||||
Reference in New Issue
Block a user