Bitmap Number - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Bitmap Number (/thread-3356.html) |
Bitmap Number - Taylor - 04-13-2011 Bitmap Number
v 1.4b This is a very basic script I wrote a while back for VX, then recently dug up and rescued for use in my XP projects. ... and then later on I used it again for VXAce. It's a pretty flexible script. A thing that has always bothered me is coming across a nice font, only to find that the kerning for numbers is inconsistent - seeing things like the play-time or similar jump about when a 1 appears, or worse, other numbers too. This script allows you to use an image for numbers wherever you please. This isn't plug-and-play. If you want to see your image, you'll have to add the code where necessary. Sample Bitmap Huh? Oh fine here you go: Use
The defaults can be changed by editing the definition in the code. It's really not that big a script, so it shouldn't be hard. Script The code below is formatted for XP. To use in VX/Ace, replace RPG::Cache.windowskin with Cache.system, or whichever line you need to use for wherever you have your number image. Code: #============================================================================== Credits Credits should go to myself "Taylor". RE: Bitmap Number - Taylor - 06-09-2012 Bump! Wheee. Updated the script with a major addition that makes working out the complete sprite's length much more sensible. Or to put it another way, I just learnt about String.length. |V In addition, numbers with leading zeros like playtime hour/min/sec should be able to be used with this script. Code: hour = sprintf("%02d", @total_sec / 60 / 60) RE: Bitmap Number - Taylor - 01-31-2014 updaaaaate Dear past me, what made you think tx = (digit * text.length) - digit or tx = ((digit-offset) * text.length) - digit worked for finding the width of the created bitmap? On that, since when did x -= (tx / 2) + ((digit-offset) / 2) make sense for the centre offset, when the tx alone should be giving the width needed? Except well, it didn't. tx was ballsingly wrong and that wasn't obvious to me until I wanted a specific right-align value, only to discover... it wasn't drawing to the right place. I then spent a night realigning every instance of this in my own project after fixing this. So this got an update, I fixed the bad calculations and switched around the arguments a little so that some can be omitted in a more sensible fashion. That is to say, wanting to specify a different alignment would be more common than a different offset, if you've actually got consistent number sizes. RE: Bitmap Number - JayRay - 02-01-2014 nice stuff so far! Color me intrigued, especially if this works well with the bitmap fonts scripts out there. |