Text & Fonts
You may want to display Text in your game, this can be achieved with the Text, Font, and SpriteFont.
Text
Text is a raster graphic that can be used to draw text to the screen, all of the normal things that can be done with rasters and graphics can be done with text.
Text supports both normal OS/web fonts and Sprite fonts.
Example
typescript
var text = new ex.Text({text: 'This is raster text ❤️',font: new ex.Font({ size: 30 }),})
typescript
var text = new ex.Text({text: 'This is raster text ❤️',font: new ex.Font({ size: 30 }),})
Text is a prebuilt Graphic that can be used to draw text to the screen. Multiple lines of text are supported.
typescript
const game = new ex.Engine({...});const text = new ex.Text({text: 'Some Text Drawn Here\nNext line'});const actor = new ex.Actor({pos: ex.vec(100, 100)});actor.graphics.use(text);game.currentScene.add(actor);
typescript
const game = new ex.Engine({...});const text = new ex.Text({text: 'Some Text Drawn Here\nNext line'});const actor = new ex.Actor({pos: ex.vec(100, 100)});actor.graphics.use(text);game.currentScene.add(actor);
Labels
Labels are a batteries included Actors with Text built and font built in.
typescript
const label = new ex.Label({text: 'Some text',pos: ex.vec(100, 100),font: new ex.Font({family: 'impact',size: 24,unit: ex.FontUnit.Px})});
typescript
const label = new ex.Label({text: 'Some text',pos: ex.vec(100, 100),font: new ex.Font({family: 'impact',size: 24,unit: ex.FontUnit.Px})});
Font
A Font is a traditional system or loaded web font.
Possible font options
typescript
export interface FontOptions {size?: numberunit?: FontUnitfamily?: stringstyle?: FontStylebold?: booleantextAlign?: TextAlignbaseAlign?: BaseAligndirection?: Directionshadow?: {blur?: numberoffset?: Vectorcolor?: Color}}
typescript
export interface FontOptions {size?: numberunit?: FontUnitfamily?: stringstyle?: FontStylebold?: booleantextAlign?: TextAlignbaseAlign?: BaseAligndirection?: Directionshadow?: {blur?: numberoffset?: Vectorcolor?: Color}}
typescript
var text = new ex.Text({text: 'This is raster text ❤️',font: new ex.Font({size: 30,unit: FontUnit.Px,family: 'sans-serif',style: FontStyle.Normal,bold: false,textAlign: TextAlign.Left,baseAlign: BaseAlign.Alphabetic,direction: Direction.LeftToRight,shadow: {blur: 2,offset: ex.Vec(2, 2),color: ex.Color.Black,};})});
typescript
var text = new ex.Text({text: 'This is raster text ❤️',font: new ex.Font({size: 30,unit: FontUnit.Px,family: 'sans-serif',style: FontStyle.Normal,bold: false,textAlign: TextAlign.Left,baseAlign: BaseAlign.Alphabetic,direction: Direction.LeftToRight,shadow: {blur: 2,offset: ex.Vec(2, 2),color: ex.Color.Black,};})});
It is recommended you load any font important to your game and not rely on any pre-installed system fonts, those will be different from computer to computer.
For example the google fonts loader is a common way to do this.
html
<link rel="preconnect" href="https://fonts.googleapis.com" /><link rel="preconnect" href="https://fonts.gstatic.com" crossorigin /><linkhref="https://fonts.googleapis.com/css2?family=Roboto:wght@100&display=swap"rel="stylesheet"/>
html
<link rel="preconnect" href="https://fonts.googleapis.com" /><link rel="preconnect" href="https://fonts.gstatic.com" crossorigin /><linkhref="https://fonts.googleapis.com/css2?family=Roboto:wght@100&display=swap"rel="stylesheet"/>
typescript
const font = new ex.Font({family: 'Roboto',size: 24,unit: ex.FontUnit.Px,})
typescript
const font = new ex.Font({family: 'Roboto',size: 24,unit: ex.FontUnit.Px,})
One potential issue with using web fonts is they won't render correctly until loaded see article for details.
typescript
async function waitForFontLoad(font, timeout = 2000, interval = 100) {return new Promise((resolve, reject) => {// repeatedly poll checkconst poller = setInterval(async () => {try {await document.fonts.load(font);} catch (err) {reject(err);}if (document.fonts.check(font)) {clearInterval(poller);resolve(true);}}, interval);setTimeout(() => clearInterval(poller), timeout);});}// Load font before game startawait waitForFontLoad('24px Roboto');const game = new ex.Engine({...})await game.start();
typescript
async function waitForFontLoad(font, timeout = 2000, interval = 100) {return new Promise((resolve, reject) => {// repeatedly poll checkconst poller = setInterval(async () => {try {await document.fonts.load(font);} catch (err) {reject(err);}if (document.fonts.check(font)) {clearInterval(poller);resolve(true);}}, interval);setTimeout(() => clearInterval(poller), timeout);});}// Load font before game startawait waitForFontLoad('24px Roboto');const game = new ex.Engine({...})await game.start();
SpriteFont
Sometimes you want to use a custom font based on your spritesheet of character glyphs
Example sprite-font.png
file:
typescript
const spriteFontImage = new ex.ImageSource('./path/to/sprite-font.png')const spriteFontSheet = ex.SpriteSheet.fromImageSource({image: spriteFontImage,grid: {rows: 3,columns: 16,spriteWidth: 16,spriteHeight: 16}});const spriteFont = new ex.SpriteFont({alphabet: '0123456789abcdefghijklmnopqrstuvwxyz,!\'&."?- ',caseInsensitive: true,spriteSheet: spriteFontSheet});});const text = new ex.Text({text: 'This is sprite font text!!',font: spriteFont});
typescript
const spriteFontImage = new ex.ImageSource('./path/to/sprite-font.png')const spriteFontSheet = ex.SpriteSheet.fromImageSource({image: spriteFontImage,grid: {rows: 3,columns: 16,spriteWidth: 16,spriteHeight: 16}});const spriteFont = new ex.SpriteFont({alphabet: '0123456789abcdefghijklmnopqrstuvwxyz,!\'&."?- ',caseInsensitive: true,spriteSheet: spriteFontSheet});});const text = new ex.Text({text: 'This is sprite font text!!',font: spriteFont});