This repository was archived by the owner on Jan 4, 2023. It is now read-only.
-
-
Notifications
You must be signed in to change notification settings - Fork 120
api word wrap
Jesse Freeman edited this page Nov 11, 2021
·
1 revision
The WordWrap() API allows you to wrap a string of text to a specified character width. It will automatically insert new line breaks (\n) to keep each line of text within the specified width. This can be used in conjunction with the SplitLines() API to render large blocks of text to the display line by line within a specific character width.
WordWrap ( text, width )| Name | Value | Description |
|---|---|---|
| text | string | The string of text to wrap. |
| width | int | The width of characters to wrap each line of text. |
| Value | Description |
|---|---|
| string | Returns a string of text back with new line breaks as the specified character width. |
In this example, we are going to use the WordWrap() API to create an array of text to draw to the display. Running this code will output the following:
![]()
-- Message to display on the screen
local message = "PIXEL VISION 8\n\nVisit 'pixelvision8.com' to learn more about creating games from scratch."
function Init()
-- Example Title
DrawText("WordWrap()", 8, 8, DrawMode.TilemapCache, "large", 15)
DrawText("Lua Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4)
-- To convert the message into lines of text we need to wrap it then split it
local wrap = WordWrap(message, (Display().x / 8) - 2)
local lines = SplitLines(wrap)
-- Loop through each line of text and draw it to the display
for i = 1, #lines do
DrawText(lines[i], 1, i + 4, DrawMode.Tile, "large", 15)
end
end
function Draw()
-- Redraw the display
RedrawDisplay()
endnamespace PixelVision8.Player
{
class WordWrapExample : GameChip
{
// Message to display on the screen
private string message = "PIXEL VISION 8\n\nVisit 'pixelvision8.com' to learn more about creating games from scratch.";
public override void Init()
{
// Example Title
DrawText("WordWrap()", 8, 8, DrawMode.TilemapCache, "large", 15);
DrawText("C Sharp Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4);
// To convert the message into lines of text we need to wrap it then split it
var wrap = WordWrap(message, (Display().X / 8) - 2);
var lines = SplitLines(wrap);
// Loop through each line of text and draw it to the display
for (int i = 0; i < lines.Length; i++)
{
DrawText(lines[i], 1, i + 1 + 4, DrawMode.Tile, "large", 15);
}
}
public override void Draw()
{
// Redraw the display
RedrawDisplay();
}
}
}- Game Project
- Lua Games (coming soon)
- C# Sharp Games
- C# Sharp Vs Lua
- API Cheat Sheet
- Enums
- Visual Studio Code
- Atom
- Tiled (Coming Soon)
- Aseprite (Coming Soon)
- AddScript
- BackgroundColor
- Button
- CalculateDistance
- CalculateIndex
- CalculatePosition
- CharacterToPixelData
- Clamp
- Clear
- Color
- ColorsPerSprite
- Display
- DrawMetaSprite
- DrawPixels
- DrawRect
- DrawSprite
- DrawText
- DrawTilemap
- Flag
- InputString
- IsChannelPlaying
- Key
- LoadTilemap
- MaxSpriteCount
- MouseButton
- MousePosition
- NewCanvas
- NewPoint
- NewRect
- PaletteOffset
- PauseSong
- PlaySong
- PlaySound
- ReadAllMetadata
- ReadMetadata
- ReadSaveData
- RedrawDisplay
- Repeat
- ReplaceColor
- RewindSong
- ScrollPosition
- SongData
- Sound
- SplitLines
- SpriteSize
- Sprite
- StopSong
- StopSound
- Tile
- TilemapSize
- TotalColors
- TotalSprites
- UpdateTiles
- WordWrap
- WriteSaveData