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Legend of the Moon Stones - displaying text

By Quaro | the dev diary | 27 Aug 2020


In my simple pixel art project Legend of the Moon Stones I wanted, of course, pixel-perfect control over the displayed text, and I didn't want to mess with missing fonts, etc. So instead of using standard canvas text functions I decided to import my own font as an image, and take care of all the typing functions.

After all, this project is also a practice in Javascript, right? First thing, I created two font sets:

A bigger one, using the same fonts of the game title, for short sentences:

ee6949ebbe8de27f351072b8b615b5c81d985d1909238d128f776cf303bb07a6.jpeg

and a smaller, black one for the other text:

edeba2c898e62cd51b7f76bae765064849dc6b16a47681ccbd64d94c1430c9a3.jpeg

The smaller one is also fixed-space (every character has the same width and height), and this makes typing functions a little easier.

Then, in my javascript files, I created some arrays to store the values and positions of each character inside the image:

	
function setupText() {

fontImage = new Image();
fontImage.src = "img/font.png";

var line1 = [ "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z" ];
var line2 = [ "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z" ];
var line3 = [ "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ",", ".", ";", ":", "-", "!", '"', "£", "$", "%", "&", "/", "(", ")", "=", "?" ];
var line4 = [ "^", "+", "*", "#", "°", "è", "é", "à", "ò", "ù", "ì", "'", "_", " " ];
for (var i = 0; i < 26; i++) {
setFontCoord(line1[i], i * 8, 0);
setFontCoord(line2[i], i * 8, 10);
setFontCoord(line3[i], i * 8, 20);
}
for (var i = 0; i < line4.length; i++) {
setFontCoord(line4[i], i * 8, 30);
}

function setFontCoord(ch, x, y) {
fontx[ch] = x;
fonty[ch] = y;
}

now that I have the x and y coordinates of every character in the font set, I can use the drawImage() function of HTML canvas, that allows you to draw just a part of a bigger image, to display each character of a text:

function write(text, x, y) {
var dx = 0;
for (var i = 0; i < text.length; i++) {
ctx.drawImage(fontImage, fontx[text[i]], fonty[text[i]], fontDimX, fontDimY, x + dx, y, fontDimX, fontDimY);
dx += fontDimX + whiteSpace;
}
}

Here's the result, with both big and small fonts:

aa1c60cb23834b1f7c6ac4034b65109fe68273ea75e6581b3ea387152e1ef5b9.jpeg

 

e9c17c61e7d4e1f36b1c505f24498e11523f10592289e003bc84137d2b4fe3c8.jpeg

 

Then I used a timing effect to replicate the old-fashioned effect of the "self-writing" text, as in the following GIF:

de3d5c3eeb2e75069846cb61e3d29d359ce38f212d3cf6c0d79feacf24d6c013.gif (click on the image for the animation)

 

Now that I have working text, I can use it to show the player's score and many nice things. See you on the next part, thanks for reading!

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Quaro
Quaro

web / gis developer and freelance illustrator


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