Search the Community

Showing results for tags 'BitmapText'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 33 results

  1. When I use bitmap font titleTxt = this.add.bitmapText(this.world.centerX-270,this.world.centerY-50,'eightbitwonder','Touch to Start!',44); It worked perfectly on Mozilla Firefox but it is not working on Google Chrome but when I replace that line of code with this tileTxt = this.add.text(300,300,'Touch to Start!'); it worked on both browser! I don't much experince with phaser so please help me to solve this or suggest an alternative way for using fonts!
  2. kucira

    Bitmap Text Change Color?

    Hi Pandajs Team, it is possible to change the bitmap text color? Thanks.
  3. nak3ddogs

    align bitmaptext

    helo. i would make my menu with bitmaptext. but for one single line i cant use align = 'center' and i cant get witdth of the bitmap text too. cant set the anchor point. any idea to align center or i have to mensurate the text with PS
  4. instantia

    Why so? BitmapText.

    Strangely shows the text doubled pixels: fragment code .fnt: <char id="49" x="192" y="2" width="2" height="7" xoffset="0" yoffset="1" xadvance="4" page="0" chnl="15" letter="1"/> <char id="50" x="197" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="2"/> <char id="51" x="204" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="3"/> <char id="52" x="211" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="4"/> <char id="53" x="218" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="5"/> <char id="54" x="225" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="6"/> <char id="55" x="232" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="7"/> <char id="56" x="239" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="8"/> <char id="57" x="246" y="2" width="5" height="7" xoffset="0" yoffset="1" xadvance="7" page="0" chnl="15" letter="9"/>font .png Why is there such a shift? Name: new PIXI.BitmapText(mName, {font: "17px nbp", align: "center"}),Name.position.x = roundHalf(x - Name.textWidth / 2);Name.position.y = roundHalf(y - Name.textHeight / 2);roundHalf© = (c << 0) - 0.5; Why is this split pixels?
  5. richpixel

    Bitmap Font from shared atlas

    I have a very similar question to this topic but didn't understand the answer and figured no one would read it since the post is marked as 'answered' http://www.html5gamedevs.com/topic/4682-bitmapfont-atlas/ What I'd like to do is 1- Load the font data xml file in my preloader 2- Adjust the font 'char' data so the x,y offsets map into a texture atlas that i've already loaded that contains the actual font bitmap data 3- Set the texture on the font so it points to the texture atlas In Phaser.LoaderParser.bitmapFont(), I can see it doing #3... but does Phaser have a util to load just an xml file? Also, is this worth it? In Starling it's good to use as few texture atlases as possible because there's a performance penalty to switching textures, but I have no idea if that applies here to Canvas/WebGL. Thanks
  6. hyspanux

    BitmapText.setText

    Hi all, I'm new at phaser and TypeScript. I'm starting to use it following the examples. I try to change the text of a bitmapText object but setText function is not defined. I looked for it in the .d.js but it wasnt there. my code is like .. export class MainMenu extends Phaser.State{ fntDesyrel :Phaser.BitmapText; create() { this.fntDesyrel = this.game.add.bitmapText(28, 148, "PHASER", { font: '94px Desyrel', align: 'center' }); } newText(_t : string) { this.fntDesyrel.setText(_t); /* <- Unresolved function or method setText */ }} Can anyone help me?thanks in advance.
  7. Hi, I'm working on a simple game and have a remark and a question. 1. I have downloaded the phaser 1.1.4 from the dev branch to see if it would work, though I know it's still under development, I can see already that sprite jitter upon rapid movement is significantly bigger than it is with the 1.1.3 release. This is more of a remark rather than a question as I don't expect you to know why that would be. I thought I'd mention it anyway. 2. I'm trying to display score in my game using the bitmapText function, though I can't figure out how to make the text fixed to camera and I haven't seen a single example that would have it implemented. I have tried setting the fixedToCamera flag. This is party the reason why I downloaded the 1.1.4 version, to see if it would work then, but it still didn't. Any help would be greatly appreciated.
  8. Hi there, Want to ask some (maybe) simple things from Phaser: 1. How to change a sprite placement index? I want to swap the image and place them in different order, not just get them to the top (like in input example). 2. How do I update the text of BitmapText? My code is: this.time = 59;this.timeTxt = this.game.add.bitmapText(58, 934, '60', { font: '60px bradbun', align: 'left' });this.timeTxt.anchor.setTo(0.5,1);this.timeTxt.setText(""+this.time);But it seem not working for me. Any help is appreciated. Thanks!