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Different way to draw text
#1
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Here's a simple script. Some of the features are "taken" from "Alestian Story", the rest are my creation.
Maybe this is my last script of this year. (I'll rest for a while)

How to use?


You need paste this above the Main class:

Code:
#-----------------------------------------------------------------
class Window_Base < Window
#-----------------------------------------------------------------
  alias iniciar initialize
  def initialize(x,y,width,height)
    iniciar(x,y,width,height)
    Font.default_size = 22
    Font.default_name = "Tahoma"
  end
#-----------------------------------------------------------------
  def shadow_color
    return Color.new(0,0,0,192)
  end
#-----------------------------------------------------------------
  def line_color
    return Color.new(0,0,0,255)
  end
#-----------------------------------------------------------------
  def color(name,opacity=255)
    case name
    when "red" then return Color.new(255,0,0,opacity)
    when "blue" then return Color.new(0,0,255,opacity)
    when "green" then return Color.new(0,255,0,opacity)
    when "gray" then return Color.new(128,128,128,opacity)
    when "black" then return Color.new(0,0,0,opacity)
    when "white" then return Color.new(255,255,255,opacity)
    when "yellow" then return Color.new(255,255,0,opacity)
    else normal_color end
  end
#-----------------------------------------------------------------
  def draw_text_outline(x,y,wid,hei,str,ali=0)
    self.contents.font.color = line_color
    self.contents.draw_text(x+1,y,wid,hei,str,ali)
    self.contents.draw_text(x-1,y,wid,hei,str,ali)
    self.contents.draw_text(x,y+1,wid,hei,str,ali)
    self.contents.draw_text(x,y-1,wid,hei,str,ali)
    self.contents.font.color = normal_color
    self.contents.draw_text(x,y,wid,hei,str,ali)
  end
#-----------------------------------------------------------------
  def draw_text_shadow(x,y,wid,hei,str,ali=0)
    self.contents.font.color = shadow_color
    self.contents.draw_text(x+2,y+2,wid,hei,str,ali)
    self.contents.font.color = normal_color
    self.contents.draw_text(x,y,wid,hei,str,ali)
  end
#-----------------------------------------------------------------
  def draw_text_outshadow(x,y,wid,hei,str,ali=0)
    self.contents.font.color = line_color
    self.contents.draw_text(x+1,y,wid,hei,str,ali)
    self.contents.draw_text(x-1,y,wid,hei,str,ali)
    self.contents.draw_text(x,y+1,wid,hei,str,ali)
    self.contents.draw_text(x,y-1,wid,hei,str,ali)
    self.contents.font.color = shadow_color
    self.contents.draw_text(x+2,y+2,wid,hei,str,ali)
    self.contents.font.color = normal_color
    self.contents.draw_text(x,y,wid,hei,str,ali)
  end
#-----------------------------------------------------------------
  def draw_text_color(x,y,wid,hei,str,c,opacity=255,ali=0)
    self.contents.font.color = color(c,opacity)
    self.contents.draw_text(x,y,wid,hei,str,ali)
  end
#-----------------------------------------------------------------
  def draw_text_shadowcolor(x,y,wid,hei,str,c,opacity=255,ali=0)
    self.contents.font.color = color(c,opacity)
    self.contents.draw_text(x,y+2,wid,hei,str,ali)
    self.contents.font.color = normal_color
    self.contents.draw_text(x,y,wid,hei,str,ali)
  end
#-----------------------------------------------------------------
end
#-----------------------------------------------------------------

This a example scene: (you need to call it)
Code:
class Test #change for Scene_Menu, to test using the Menu.
  def main
    @text = Window_Base.new(16,16,256,224)
    @text.contents = Bitmap.new(@text.width-32,@text.height-32)
    @text.contents.draw_text(0,0,224,32,"Normal text.")
    @text.draw_text_outline(0,32,224,32,"Outlined text.")
    @text.draw_text_shadow(0,64,224,32,"Text with shadow.")
    @text.draw_text_outshadow(0,96,224,32,"Outlined text with shadow")
    @text.draw_text_color(0,128,224,32,"Green text","green")
    @text.draw_text_shadowcolor(0,160,224,32,"Text with blue shadow.","blue",192)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @text.dispose
  end
  def update
    @text.update
  end
end
}


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