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Terrarum-sans-bitmap/README.md
2024-03-02 14:53:45 +09:00

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# Terrarum Sans Bitmap
![Font sample — necessary information in this image is also provided below.](demo.PNG)
This font is a bitmap font used in [my game project called Terrarum](https://github.com/minjaesong/Terrarum) (hence the name). The font supports more than 90 % of european languages, as well as Chinese, Japanese, and Korean.
The JAR package is meant to be used with LibGDX (extends ```BitmapFont``` class). If you are not using the framework, please refer to the __Font metrics__ section to implement the font metrics correctly on your system.
The issue page is open. If you have some issues to submit, or have a question, please leave it on the page.
#### 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
- Sans-serif
- Realise (some of) handwritten forms
- Combininig with the sans-serif, this stands for **no over-simplification**
- Condensed capitals for efficient space usage
## Download
- Go ahead to the [release tab](https://github.com/minjaesong/Terrarum-sans-bitmap/releases), and download the most recent version. It is **not** advised to use the .jar found within the repository, they're experimental builds I use during the development, and may contain bugs like leaking memory.
## Using on your game
- Firstly, place the .jar to your library path and assets folder to the main directory of the app, then:
### Using on LibGDX
On your code (Kotlin):
import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap
class YourGame : Game() {
lateinit var fontGame: Font
override fun create() {
fontGame = TerrarumSansBitmap(path_to_assets, ...)
...
}
override fun render() {
batch.begin()
...
fontGame.draw(batch, text, ...)
...
batch.end()
}
}
On your code (Java):
import net.torvald.terrarumsansbitmap.gdx.TerrarumSansBitmap;
class YourGame extends BasicGame {
Font fontGame;
@Override void create() {
fontGame = new TerrarumSansBitmap(path_to_assets, ...);
...
}
@Override void render() {
batch.begin();
...
fontGame.draw(batch, text, ...);
...
batch.end();
}
}
### 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.
GameFontBase.toColorCode(argb4444: Int) -- returns String
GameFontBase.toColorCode(r: Int, g: Int, b: Int) -- returns String
GameFontBase.toColorCode(r: Int, g: Int, b: Int, a: Int) -- returns String
```argb4444``` takes whole ARGB (in that order) as input, that is, from 0x0000 to 0xFFFF.
```r, g, b(, a)``` takes RGB and A separately, in the range of 0x0..0xF. Any value exceeding the range **are unchecked and may wreak havoc**, so be careful.
U+100000 is used to disable previously-applied color codes (going back to original colour), even if it looks like ARGB of all zero.
## Contribution guidelines
Please refer to [CONTRIBUTING.md](https://github.com/minjaesong/Terrarum-sans-bitmap/blob/master/CONTRIBUTING.md)
## Acknowledgement
Thanks to kind people of [/r/Typography](https://www.reddit.com/r/typography/) for amazing feedbacks.
CJK Ideographs are powered by [WenQuanYi Font](http://wenq.org/wqy2/index.cgi?BitmapSong). The font is distributed under the GNU GPL version 2. Although the shapes of typefaces are not copyrightable (the program codes—e.g. TTF—do), we would like to give a credit to the font and the people behind it.