font_add_sprite(spr, first, prop, sep);
Argument | Description |
---|---|
spr | The sprite to add a font based on. |
first | The index of the first available character. |
prop | Set as proportional font or not. |
sep | The space to leave between each letter. |
Returns: Real
With this function you can use a "sprite strip" to create a new
font asset, where each sub-image would be an individual symbol or
letter. The index is the UTF8 map number for the first character to
use and the ranges to use are the same as you would for a normal
font, starting with "!" but remember that you should only include
what you need and that you should be using the ord function to get the
correct UTF8 value for the starting letter. The created sprite font
will then have the sub-images set to an individual glyph from the
font, where the "first" glyph will have the image_index of 0. You
can define "space" as being any character you want, for example a
single line the size that you want the space to be, and all spaces
in text will be rendered at that width (but the image chosen will
never be rendered), or if you don't supply a sprite for
space then the width of the widest character in the sprite font
will be used instead.
You can also set the spacing for the font to be proportional
(true) or not (false), where a proportional font
is spaced based on the actual width of the letters (so the letter
"i" takes less room than the letter "w", for example) while a
non-proportional font will be spaced based on the sub-image width,
like a monospaced font. Finally, you can define the space to leave
between each letter when writing, and this can be any integer
value, with 0 being no space (the letters will "touch" if
proportional). The function returns an index value that
should be stored in a variable as this will be needed in all
further codes that refer to this font.
It is also worth noting that there cannot be any spaces in
the character map, so that if you, for example, use '.' and '0' but
not '/', you need to either include '/' anyway or leave a blank
sub-image between the two used characters.
The sprite itself can be a sprite asset from the resource tree or
one loaded from a file using sprite_add first to get the
index of the loaded sprite (which is then used in the function).
For further details of the character map to use when making sprite
fonts, please see the page on Font
Tables. It's important to note that for the font alignment
functions (like draw_set_halign())
to work as expected when using a sprite font, the sprite should
have its origin set to the top left corner. If you use other
values then you will need to take the origin offset into
consideration when drawing text using the font.
NOTE: When you load a font into GameMaker: Studio you
must remember to remove it again (with font_delete) when no longer needed,
otherwise there is risk of a memory leak which will slow down and
eventually crash your game.
global.Font = font_add_sprite(spr_HUD_Font,
ord("!"), true, 2);
The above code will create a new font asset from a sprite asset and store the index of the new font in the variable "global.Font" for later use.