method
Screen.draw_text
Screen.draw_text(x, y, text, color, scale)
Draws a string using Ludic's built-in bitmap font, starting at the top-left pixel (x, y). The scale is an integer multiplier: 1 is the native font size, 2 is double-height and double-width, and so on — there are no fractional sizes. Use it for labels, menus, and messages such as titles or "GAME OVER"; for numbers that change every frame prefer Screen.draw_number, which needs no string conversion. The text is drawn in the given color over whatever is already on screen.
Parameters
xthe left edge of the first character, in pixelsythe top edge of the text, in pixelstextthe string to drawcolorthe text color, e.g. a Color.* name or a 0xRRGGBB literalscaleinteger size multiplier (1 = native size)Example
program TitleScreen {
var elapsed_frames: int = 0
handler CountFrames phase Update {
elapsed_frames = elapsed_frames + 1
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 40, y: 60, text: "CHRONORIFT", color: Color.Gold, scale: 3)
Screen.draw_text(x: 64, y: 120, text: "PRESS ANY KEY", color: Color.White, scale: 1)
Screen.show()
}
}