Is there a way to scale the text?
Absolpega opened this issue · 3 comments
Absolpega commented
In my game I need to scale the text based on the screen.
I would expect something like a scale that I would pass to the draw function.
No other ways seem to work for me.
sysl-dev commented
So, the way this works is using the Love2D text object one character at a time. You could do this a few ways:
- You could define fonts for each size of the screen that you have, and then recreate the text object when the screen size changes.
yourbox = Text.new("left",
{
font = -- This is what you would redfine for each size
})
- You could draw to a canvas and scale that canvas
- You could inject the [scale=number] tag based on your screen size
There is no way to make this library scale for you as Love2D does not scale fonts dynamically.
Absolpega commented
I need to be able to change the scale for each frame so fonts and scale tag won't work.
The canvas would make the text blurry.
sysl-dev commented
Sorry, I use the default love font system, so unless you are able to do it with set font and love graphics print; my library can't do it.