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Step 7: Go back to obj_Draw_Text and copy the code below put it inside Code Action of Step Event. Then, we will wait for object obj_Draw_Text makes the text hide (we will code it soon). It means, when we click on the button hide, we will change the variable hide of obj_Draw_Text to 1. Then, we add Code Action for it, copy the line of code below. Inside the obj_hide_btn, we add Left Released Event. If you haven't created the obj_ hide_btn and obj_show_btn yet, create them. we will use hide as a trigger) and opacity = 1 (opacity equal 1 will show the text clearly, equal 0 will hide the text) Step 6: On Create Event of obj_Draw_Text, we set 2 variables hide = 0 (not hide yet - hide when this variable equal 1. Now, we will program for two buttons and make the text hide, show when we click on that.
GAME MAKER STUDIO 2 DRAW TEXT HOW TO
Y1 = room_height/2 - string_height(text)/2 ĭone! We know how to make the text center of the game screen window. X1 = room_width/2 - string_width(text)/2 So the code should be changed to this text = "Some Text. We will do the same for the height of the text, string_height(text) to get the height of the text string. In here, we will write this string_width(text) to get the width of our string "Some Text. We should know the width of the text string using string_width(str) function. We have to calculate the positions again, how to make the text margin correctly like this in the next steps.
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The text will be displayed like the picture below. We will modify the code a little bit to get the position x,y of the center screen, just edit the Code Action of Draw Event, save it and run the game again to see where the text displayed. So we just devide each by 2 and we get the x,y position. We know the width and height of the room. To do that, we have to know the position x,y of the center of screen. Hello World!' will be printed.īut in this game maker tutorial, we want the text should be printed on the center of the screen. Just try to put the obj_Draw_Text into the room then run the game and see the text 'Some Text. In here x,y is the position of the obj_Draw_Text in the room. x,y are the positions that we want the text should be there. Then, we use the GML function draw_text(x,y,string) to draw the text. We declare the text variable to store the text string that we want to display on the game. Add two lines below to Action Code of Draw Event. GameMaker Studio 2 - Player Map/Mini-map Example file. Step 5: To display the text on the game screen, we need to add the Action Code in Draw Event A game project for Gamemaker Studio 2 that goes with a tutorial that runs you through making a player map that scales your world down to a surface that you can then draw onto the GUI layer. This obj_Draw_Text object has four Events which are Create, Alarm0, Step and Draw. We will focus on the obj_Draw_Text object first. Step 4: Now, we start to add Events, Actions for these three objects. Step 3: We create one more object obj_Draw_Text to draw the text on the screen. When we click on the obj_show_btn (Button SHOW), the text will be showed. Step 2: Create two simple objects obj_hide_btn, obj_show_btn Note:When we click on the obj_hide_btn (Button HIDE), the text will be hidden slowly. In here, we created 96 x 32 sprites and put the text ‘HIDE TEXT’, and ‘SHOW TEXT’ for buttons. Step 1: Create two simple sprites buttons spr_hide_btn, spr_show_btn And yes, we need 1 room for testing only. We have one more object only obj_Draw_Text to display the text on the game screen. the code will also maintain a separation of 3 pixels between lines should this occur.In this tutorial, we need two sprites for two button objects. The above code will draw whatever text the user types into the keyboard, splitting it onto new lines every time the string length for that line exceeds 300 pixels. The maximum width in pixels of the string before a line break.ĭraw_text_ext(100, 50, keyboard_string, 3, 300)
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The distance in pixels between lines of text. Height of the "M" character in the chosen font.ĭraw_text_ext(x, y, string, sep, w) Argument With this action you can draw a coloured bar to. If false the backcol argument is disregarded. Game Maker Studio Tutorial Health Bar Youtube. Icon - Represent health via icons like in the old Zelda games.
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Also note that a value of -1 for the line separation argument will default to a separation based on the Either make text an array by declaring text0 your string or remove the reference to a page index from. Note that any white space placed at the start of the string will be stripped out before being parsed for drawing because of this. Of the string per line so that should any line exceed this value, GameMaker Studio 2 will automatically split the text to the next line at the nearest available white-space (if the text has no white-spaces then it will overrun this maximum This function will draw text in a similar way to draw_text () only now you can set the space between each line of text - should the text occupy more than one line - and limit the width (in pixels)