love.graphics.newImageFont
Creates a new Font by loading a specifically formatted image.
In versions prior to 0.9.0, LÖVE expects ISO 8859-1 encoding for the glyphs string.
This function can be slow if it is called repeatedly, such as from love.update or love.draw. If you need to use a specific resource often, create it once and store it somewhere it can be reused! |
Contents
Function
Synopsis
font = love.graphics.newImageFont( filename, glyphs, extraspacing )
Arguments
string filename
- The filepath to the image file.
string glyphs
- A string of the characters in the image in order from left to right.
number extraspacing (0)
- Additional spacing (positive or negative) to apply to each glyph in the Font.
Returns
Font font
- A Font object which can be used to draw text on screen.
Function
Synopsis
font = love.graphics.newImageFont( imageData, glyphs, extraspacing )
Arguments
ImageData imageData
- The ImageData object to create the font from.
string glyphs
- A string of the characters in the image in order from left to right.
number extraspacing (0)
- Additional spacing (positive or negative) to apply to each glyph in the Font.
Returns
Font font
- A Font object which can be used to draw text on screen.
Notes
Instead of using this limited function, consider using a BMFont generator such as bmfont, littera, or bmGlyph with love.graphics.newFont.
Examples
Create a simple image font
Download this image file which will be used by LÖVE to create the font. Of course, when you want to create a font for your game you probably want to make the background transparent instead of black.
local font = love.graphics.newImageFont("font_example.png", " ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789")
function love.draw()
love.graphics.setFont(font)
love.graphics.print("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789", 16, 16)
love.graphics.print("Text is now drawn using the font", 16, 32)
end
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