Comments (2)
Hey @goakley, this is definitely a bug! Thanks for finding it. If you want to send a pull request, please do, and I will merge it in the next version.
As for the backwards compatibility, I don't think lots of people will be updating the library automatically, and if they want to I guess the fix for this should be very easy too. I'll write a note on it on the changelog too.
from renjs-v2.
Actually, my apologies, this is not quite broken, but is a bit confusing:
Fonts aren't loaded directly by the engine:
The css font file will list all the fonts you will use in the game
The font file is defined in the RJSGameConfig
(e.g. 'fonts': '/assets/gui/fonts.css'
). That css file is what contains the paths to the font files, and is why I was having trouble with my game. However, the sample GUI.yaml
suggests that each font has a fileName
property which describes how to load the font:
fonts:
fontsaudimat-mono:
fileName: fontsfontsaudimat-mono.ttf
name: fontsaudimat-mono
As far as I can tell, the fileName
property is completely unused (and the only point of the fonts
property at all is to tell the engine what fonts were separately loaded by the css file). Should fileName
be removed from the yaml config entirely, or does/will it have some use?
from renjs-v2.
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from renjs-v2.