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notes:discrete:fall2023:projects:yol0 [2023/10/17 23:34] – [Creating a custom font] walleynotes:discrete:fall2023:projects:yol0 [2023/10/18 02:50] (current) – [yol0] mfee1
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 ======yol0====== ======yol0======
-====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's functions of ''#define'' and ''define_region_matrix()'' to establish sequential IDs for each character. To keep the program code neat, the code regarding the font definitions and functions will be stored in a header file.  
- 
- 
 ===Creating a Matrix=== ===Creating a Matrix===
 NOTE: NOTE:
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     define_region_matrix( FirstRegionTextFont,  0,0,  21,31,  0,31,  16,8,  0 );     define_region_matrix( FirstRegionTextFont,  0,0,  21,31,  0,31,  16,8,  0 );
 </code> </code>
 +
 +After calling select_texture() , all texture functions will apply to that texture from that moment.  If you’re using multiple textures, you may need to call select_texture again depending on the order of things in your program to make sure the correct texture is being referenced.
  
 ===scaling numbers=== ===scaling numbers===
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 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 "define_region_matrix" function. With this you can assign an int value to each tile/number and call that value to print your texture region to the screen. 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 "define_region_matrix" function. With this you can assign an int value to each tile/number and call that value to print your texture region to the screen.
 +
 +====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's functions of ''#define'' and ''define_region_matrix()'' to establish sequential IDs for each character. To keep the program code neat, the code regarding the font definitions and functions will be stored in a header file. 
 +
 +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 ''select_texture()'', the number that gets input directly correlates to the order of the files in the .xml. (ie, 0 = first file, 1 = second file, etc. )
 +
 +====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 ''check'' integer will be used to test how many digits long the output number will be, and a ''print'' integer will show which number to print out at any given position.
 +
 +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 ''check'' is zero. ''print'' gets assigned to the number divided by the check. Then, the number gets assigned to the remainder of that division. ''print'' is used to get the texture region ID for the number digit in our custom font, and that character gets printed at the given location. Lastly the positional data is updated so that the digits aren't all in the same position.
 +
 +====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'll need to be converted. This involves a new function to return an int with the proper value. (it involves too many if statements)
 +
 +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.
 +
notes/discrete/fall2023/projects/yol0.1697585655.txt.gz · Last modified: 2023/10/17 23:34 by walley