Game Development Reference
In-Depth Information
Figure 11-5 . Label TTF properties
The Label text field obviously allows text entry. Underneath it is the Localize check box,
and to the right of it the localization Edit button. The Label text field and the Localize
check box also exist for Label BM-Font nodes. I'll explain how localization works shortly.
Font name and Font size should be pretty clear by now. The Opacity is the same as for
sprites and tells how transparent the label is—in the range of 0 (fully transparent) to 1
(opaque). The Color property affects the label's texture but has the same effect as setting
the draw color. Interestingly, you can set both Color and Draw Color under the Font Ef-
fects section to create a sort of combined color. To avoid that side-effect, make sure that
either Color or Draw Color is set to white.
The Adjusts font size to fit check box is slightly misplaced—it actually belongs to the Di-
mensions property further down. If you set a non-zero dimension and check Adjusts font
size to fit , the font will use the largest possible font size to fit all the text on a single line
into the given dimensions. Naturally, this means that Adjusts font size to fit also disables
line wrapping. Alignment defines how the label is aligned within its dimensions.
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