1.6 KiB
1.6 KiB
| id | name | category | kind | tokens | sig | tip | order | ns | member |
|---|---|---|---|---|---|---|---|---|---|
| screen-draw_text | Screen.draw_text | screen | namespace-method | Screen.draw_text | Screen.draw_text(x, y, text, color, scale) | Draw a string with the built-in font at an integer scale. | 4 | Screen | draw_text |
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:
x— the left edge of the first character, in pixelsy— the top edge of the text, in pixelstext— the string to drawcolor— the text color, e.g. aColor.*name or a0xRRGGBBliteralscale— integer size multiplier (1= native size)
program TitleScreen {
state TitleScreenState {
elapsed_frames: int = 0
}
handler CountFrames(title_screen_st: mut TitleScreenState) phase Update {
title_screen_st.elapsed_frames = title_screen_st.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()
}
}