Game maker studio 2 draw text
So, did this help you? Need more help, or want to ask something? Use the comment section below or mail me at If it helped you out, why not share it with others and help them out too? ? Conclusion You can now store the name of the player and use it anytime you want!
![game maker studio 2 draw text game maker studio 2 draw text](https://marketplacecdn.yoyogames.com/images/assets/7820/feature/1547609380_slide.png)
You can also create new fonts and use them with this using draw_set_font(font_name). You can further change the delay to suit your liking. It just tells GameMaker to also draw the cursor after the message.
#Game maker studio 2 draw text code#
The only change in this line of code is the “ + cursor” part. Second line: Set the alarm again to the amount of delay to keep the blink loop going. If not (which suggests that it has already been disappeared), then change it back to “|” (making it reappear). Alarm 0 event: (Add the code) if (cursor="|") cursor = "" else cursor = "|" įirst line: If the cursor is “|”, change it to “” (make it disappear). Then we set the alarm to the amount of delay so that the blinking loop can start. delay stores the number of steps until the cursor appears/disappears to give a blinking effect. The cursor variable stores the cursor character(“ |“). Create event: (Add the code) cursor = "|" We can also implement a blinking text cursor. Instead of putting a character limit, we’re checking for the width of the string (how many horizontal pixels it takes up on the screen) and only letting it type if it is smaller than the width of the sprite (the text box) minus 32 – because our horizontal origin is 16, we need to use that margin on both sides, hence 16*2 = 32. Step event: (Replace the code) if (string_width(keyboard_string) Feel free to choose your own (for example, most games have a name character limit around 8). We’ll limit the maximum characters to 20, so create a limit variable with that value. Character Limit Create Event: (Add the code) limit = 20 Nice and all but… the text can exceed the text box. Now, there are two ways to control it: character limit (limit the number of characters) and width limit (limit the horizontal width). Now just set up a room however you want and place obj_textbox anywhere. Third line: draw_text() will draw some text (here, our variable message) at a place (here, the object’s default coordinates – x and y). Second line: Here we specify that we want the text’s vertical alignment to be at the middle. It’s used here because using the Draw event overrides the object’s default draw, in which case we have to specify that we want the object to be drawn. Draw event: draw_self() įirst line: draw_self() will do what it says: it’ll draw the object as it is supposed to be, with the sprite we assigned and all. So, we’re saying that the message variable should store what the user is typing. Keyboard_string is a built-in variable that stores whatever text the user types. This initializes an empty string (text) variable called message which will store the text the user types. Now let’s create an object for it – obj_textbox, and add some code: Create event: message = "" …name it spr_textbox and make its origin at 16*16, because that’s where the text will start from – 16 pixels in the box (horizontally), at the middle (vertically). Basic Text Boxįor this text box I’m going to use this 256*32 sprite… (you may create your own or use this one) Anyway, who likes this filler crap in articles? Let’s just get straight to the topic. Text input boxes are very useful in games for example, they let the player input their name so that they can have an immersive experience where they are actually called by their name. In this tutorial we’re going to create a quick text input box.#Game maker studio 2 draw text free#