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Found 5 results

  1. toggthedog

    Font trouble in Cocoon Canvas+

    I'm trying to build a native app with cocoon and canvas+ and have some trouble with the fonts. Everything works fine when running the game in a normal browser or in cocoon webview+. But in canvas+ mode, all text renders really small and pixelated. The code for the text: this.scoreText = this.game.add.text(pos.x, pos.y, "0", { font: "18px Arial", fontWeight: 'bold', fill: "#FFFFFF" }); this.scoreText.anchor.setTo(0.5, 0); I don't reference a .ttf or anything. Do I explicitly need to include an Arial font for it to work in canvas+ mode?
  2. GBear

    can i load TTF?

    Hi.. how can use True type Font in pixi.js? can you give me any tips? thx everyone!!
  3. JesusJoseph

    Phaser with External Font (Tamil TTF)

    Hi, I am trying to set an external font (ttf) to a phaser text for the whole weekend but the font is not changing. I am also attaching the project structure. Can someone please give some idea or suggestions on this issue. Thanks I did the below steps. Step 1: Convert the ttf font to web font using some online tool. Step 2: Add the below contents to a external css file and insert it inside the index.html @font-face { font-family: 'tamil-bibleplain'; src: url('../fonts/tamil-bible-webfont.eot'); src: url('../fonts/tamil-bible-webfont.eot?#iefix') format('embedded-opentype'), url('../fonts/tamil-bible-webfont.woff') format('woff'), url('../fonts/tamil-bible-webfont.ttf') format('truetype'), url('../fonts/tamil-bible-webfont.svg#tamil-bibleplain') format('svg'); font-weight: normal; font-style: normal; } Step 3: Inside the font directory iI add the below 4 files. tamil-bible-webfont.eot tamil-bible-webfont.svg tamil-bible-webfont.tff tamil-bible-webfont.woff Step 4:Add the font to the text in the js file as below var titleText = me.game.add.text(100, 5, "Jump & Go!", {font: '20px tamil-bibleplain', fill: '#000'}); titleText.stroke = "#00AAAA"; titleText.strokeThickness = 6; titleText.setShadow(2, 2, "#333333", 2, true, false); titleText.font = 'tamil-bibleplain'; This is the project structure.
  4. yebudar

    Fonts not working properly

    Hi guys, Started using phaser recently for a game I am making. The only thing is, I'm trying to use a different (custom) font, something like this: https://www.google.com/fonts/specimen/Press+Start+2P Unfortunately I cannot get the font to work. I have two font files - a .png file and a .xml file (xml with config) generated by the 'littera' font generator from a .ttf file. Here is a demo I threw together to demonstrate my issue. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create: create , preload: preload});function preload() { // Load the font game.load.bitmapFont('Pixel','assets/pixel.png', 'assets/pixel.xml');}function create() { // Add a one second delay so that the font can load properly game.time.events.add(Phaser.Timer.SECOND, doSomething, this);}function doSomething() { // Render the text var text = "- phaser -\n with a sprinkle of \n pixi dust."; var style = { font: "65px Pixel", fill: "#ff0044", align: "center" }; var t = game.add.text(game.world.centerX-300, 0, text, style);}Any help appreciated, I'm sure I'm being really stupid but it's quite important to have the right font. I have attached the font files so that you can test the font with your solution if you want. Thanks, Matthew pixel.xml
  5. nmindiedev

    Very annoying bitmap font problem.

    Phaser ver 2.0.3-2.0.4 ____________________________________________________________________________________________________________ NOT SOLVED YET ____________________________________________________________________________________________________________ Firstly, I'd like to ask whether bitmap fonts are faster than webfonts when rendering with strokes. ____________________________________________________________________________________________________________ QUESTION IS SOLVED ____________________________________________________________________________________________________________ Secondly, I cannot load my bitmap font. I've tried http://kvazars.com/littera/ and FontBuilder for generating the xml and atlas (also converted *.fnt to *.xml) but Phaser keeps saying that error on adding that damn font when I'm trying to place it on the scene: Uncaught TypeError: Cannot read property 'size' of undefined phaser.js:2806 PIXI.BitmapText.updateTextphaser.js:2806 PIXI.BitmapTextphaser.js:2749 Phaser.BitmapTextphaser.js:31321 Phaser.GameObjectFactory.bitmapTextphaser.js:26296 SetupGUIpopulo.js:93 StartGameplaypopulo.js:290 mainmain.js:79 Preloader.createpreloader.js:146 Phaser.StateManager.loadCompletephaser.js:14388 Phaser.SignalBinding.executephaser.js:15296 Phaser.Signal.dispatchphaser.js:15174 dispatchphaser.js:14941 Phaser.Loader.nextFilephaser.js:44211 Phaser.Loader.xmlLoadCompletephaser.js:44162 _xhr.onload That trouble almost stopped my development process. It is really annoying. I guess the font was not really loaded. But why there was no Phaser log error that says what is really wrong? I've found similar topics: http://www.html5gamedevs.com/topic/3688-how-to-make-bitmap-fonts-from-regular-fonts/, http://www.html5gamedevs.com/topic/1923-how-to-generate-xml-png-for-bitmaptext/, but none of them contain the real solution that worked for me. ____________________________________________________________________________________________________________ Sorry for my stupidness, the second question is solved. I was adding the bitmapText with the different font key.