Here a example on how to scale/resize the text you draw using the command DrawText.
Code below :
Import mojo Global screen:Image Global firsttime:Bool=True Class MyGame Extends App Method OnCreate() SetUpdateRate(60) screen = CreateImage(640,480) End Method Method OnUpdate() End Method Method OnRender() ' to save the cpu/gpu we make the screen only once ' we draw it then every frame If firsttime Local screenarray:Int[640*480] ' store the screen in this array firsttime = False Cls 0,0,0 SetColor 255,255,255 For Local i=0 Until 100 Local scale:Float = Rnd(0.2,2) ' get a scale value Local x:Int=Rnd(640) Local y:Int=Rnd(480) 'This is where the resizing happens PushMatrix() Scale scale,scale DrawText "Test",x,y PopMatrix() Next ReadPixels(screenarray, 0, 0, 640, 480) screen.WritePixels(screenarray,0,0,640,480) Cls End If Cls 0,0,0 SetColor 255,255,255 DrawImage screen,0,0 DrawText "Different sized Text.",0,0 End Method End Class Function Main() New MyGame() End Function
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