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notes:discrete:fall2023:projects:yol0 [2023/10/09 20:22] – [Custom Texture File] dmorey2 | notes:discrete:fall2023:projects:yol0 [2023/10/18 02:50] (current) – [yol0] mfee1 | ||
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======yol0====== | ======yol0====== | ||
- | let's gooooooo | + | ===Creating a Matrix=== |
+ | NOTE: | ||
+ | The following matrix is based on the following texture file: https:// | ||
- | edit/add pertinent sections as needed | + | Notice how the letters in the file are laid out in a grid pattern. This indicates that using a matrix is the best option and will make it way easier to create our custom font. |
+ | Start off by defining our texture and regions in our texture file. | ||
+ | <code c> | ||
+ | // Texture in Cartridge | ||
+ | #define TextureTextFont 0 | ||
+ | // Region definition | ||
+ | #define FirstRegionTextFont 1 | ||
+ | </ | ||
+ | |||
+ | In your main loop you will want to select the texture and instead of using define_region use define_region_matrix. | ||
+ | |||
+ | Vircon gives the following description of define_region_matrix " | ||
+ | |||
+ | Here is the format for define_region_matrix: | ||
+ | <code c> | ||
+ | define_region_matrix(RegionID, | ||
+ | //These will be for the first region as the others will be automaticly created in sequence. | ||
+ | </ | ||
+ | |||
+ | For the specific texture font in this case this is what it should look like in your main: | ||
+ | <code c> | ||
+ | // Selecting texture in cartridge | ||
+ | select_texture( TextureTextFont ); | ||
+ | |||
+ | // Creating matrix for texture file | ||
+ | define_region_matrix( FirstRegionTextFont, | ||
+ | </ | ||
+ | |||
+ | After calling select_texture() , all texture functions will apply to that texture from that moment. | ||
+ | |||
+ | ===scaling numbers=== | ||
+ | |||
+ | There are a few different functions in vircon32 that can help change the things you display to a better size. one of those being to scale the image on the x and y. This can be very helpful if the numbers or images you have are too big or small. To change the size of the image; you have to first set the drawing scale, you can think of this as the number you want to multiply the size of the image by. It takes two floats as inputs so you can change the size of the image to your preference. Then instead of using the draw_region_at(); | ||
+ | <code c> | ||
+ | float scale = 3; | ||
+ | set_drawing_scale(scale, | ||
+ | // | ||
+ | // | ||
+ | draw_region_zoomed_at(x, | ||
+ | </ | ||
======Custom Texture File====== | ======Custom Texture File====== | ||
This is the png file that will contain the numbers you will be using to print to the screen. The numbers can be arranged depending on functionality you use to print the numbers to the screen, as well as how you would like to define the regions. One way to go about this is to have the numbers arranged in symmetrical tiles and define them using the " | This is the png file that will contain the numbers you will be using to print to the screen. The numbers can be arranged depending on functionality you use to print the numbers to the screen, as well as how you would like to define the regions. One way to go about this is to have the numbers arranged in symmetrical tiles and define them using the " | ||
+ | |||
+ | ====Creating a custom font==== | ||
+ | Creating a custom font is a very similar process to creating a Vircon32 texture sheet, simply scaled up depending on how many characters are being included. | ||
+ | |||
+ | After drawing up the font sheet .png file with every character, use Vircon32' | ||
+ | |||
+ | Note: Since our font texture sheet is in a separate file from our main texture file for the game, our .xml file will need to be updated to account for both files. When using '' | ||
+ | |||
+ | ====Drawing integers using a custom font==== | ||
+ | In order to draw a given integer in any base, we'll need to make a function. Our function will be given the parameters of the input number, the base to convert to, and X/Y positional data. | ||
+ | |||
+ | First, we'll need to declare some local variables. A '' | ||
+ | |||
+ | Second, run through a loop so that the check variable is at the same order of magnitude as the number while still being less than or equal to. Now we're ready to print out our converted number. | ||
+ | |||
+ | Lastly, we run a while loop until '' | ||
+ | |||
+ | ====Drawing strings using a custom font==== | ||
+ | Vircon32 stores string values as an array of integers containing the ASCII value for the given character. Since our font sheet uses a different ID system to the ASCII standard, they' | ||
+ | |||
+ | The main while loop for printing out strings is roughly the same as our function for printing integers. Once the proper texture region ID is selected, it prints out and the positional data is adjusted. | ||
+ |