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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