Get BGText On GitHub
Hey! Today I bring an utility for BGE game developers: it’s called BGText.
BGText is a Blender Game Engine and UPBGE utility aiming to enhance the experience with text objects.
Video about main features and how to use
BGText being used in an actual game
Motivations
In the old days of BGE there was a feature known as bitmap text. It allowed you to setup a font texture to a plane, map its UV to a single character, enable the Text option on its material, add an Text property to the object and then show a text based on the property, pretty complicated. Then, it was replaced by the dynamic text, now based on True Type fonts, where you add a text, a property named Text to it and then show a text based on this property.
Although the dynamic texts are much easier to use than the bitmap texts, both have their pros and cons. The main cons are:
-
Bitmap texts
- No support for latin characters.
- Pretty hard and clunky to setup, even to make a functional font texture.
-
Dynamic texts
- Text resolution is frequently a problem.
- When scaled at runtime, the text must be redrawn, slowing down the engine a lot.
- The text is bound to be flat, with no custom styles besides the color.
-
Both
- No support for text alignment and justify.
- Horizontal and vertical distance between characters are fixed.
- No automatic text wrapping.
Obs: UPBGE fixed the resolution issues on dynamic texts, allowing you to change its resolution at runtime.
I’ve used dynamic texts over a long time due to its ease, and I know some people that still uses the bitmap text due to the ability to stylize the text with outlines and other stuff. Based on this, I thought to work in some way to overcome those issues.
BGText’s Features
BGText tries to mix the pros and fix most of the cons on bitmap texts and dynamic texts, also providing an easy interface to setup each feature (by using game properties). The main features are:
- Easy to use, but also complex if you need.
- Text styles based on textures, so it’s highly customizable.
- Character size based on each character origin.
- Horizontal and vertical character offset (distance between characters).
- Automatic text wrap based on number of characters per line.
- Left, center and right text alignment (justify).
- Literal text or Python expressions (a huge time saver!).
- Color based on predefined color names or RGBA vectors.
- Static text or updated by an specified interval.
- Update texts without the need of constant processing with the message
UpdateText
. UpdateText
messages can updateAll
texts or the ones with specificId
properties.
BGText is compatible with both vanilla BGE and UPBGE. BGText uses shape keys actions to switch between character values.
How To Use
It’s simple: on your blend file, link the group BGText from BGText blend file (File
> Link
), then you’re ready to use it. To setup the text, all you have to do is to add properties to the group instance of BGText, and when you play the game the given properties will be applied.
All the characters on BGText instance will automatically be parented to the group object, so you can do whatever logic you want to on top of the instance, even change the text at runtime (see the use of UpdateText
messages below).
Messages
BGText can trigger specific actions by using messages. To use this functionality, just send a message with a specific subject and you’re ready to go.
- Subject:
UpdateText
Description: Updates the text at command without the need of processing the text each frame with theUpdate
property.
Body:All
to update all texts or anId
value to update only texts with this value (seeId
property below).
Reference
This reference shows which attributes you could use on BGText group instance to change its behavior. You don’t need to add all the attributes, only those you want to setup.
-
Text
Description: String literal or Python expression (when starting with>
character).
Type:String
-
Size
Description: Individual character size multiplier.
Type:Float
-
Offset
Description: Distance multiplier between each character.
Type:Float
-
OffsetH
Description: Horizontal distance multiplier between each character. OverridesOffset
.
Type:Float
-
OffsetV
Description: Vertical distance multiplier between each character. OverridesOffset
.
Type:Float
-
Wrap
Description: Number of characters before line break.
Type:Integer
-
Justify
Description: Text alignment. Can beleft
(default),right
orcenter
(case insensitive).
Type:String
-
Update
Description: Updates values constantly (for example, time or life). The value is the number of skipped frames. If value is less than 0, it disablesUpdate
.
Type:Integer
-
Style
Description: Which font style (texture) to use in the current text. Currently supports from 1 to 5. Defaults to 1 if style doesn’t exist.
Type:Integer
-
Color
Description: Name of color or vector. Currently supportsred
,green
,blue
,white
,black
,yellow
,purple
,cyan
(case insensitive) or a tuple or list like(1, 0.5, 0.1, 1)
representing RGBA values.
Type:String
-
Id
Description: Identifier of current text. Can be used to update texts with specific identifiers withUpdateText
messages.
Type:String
Known Issues
There’s some issues I noticed when using BGText, so they are on the list to be fixed or amenized on the future.
Script performance is not optimal
For portability reasons, I chose to use the Script mode on Python controller instead of Module mode. This fixes some script import issues and gives freedom for the developer to put BGText blend file wherever it wants to, but it comes with a price. As the Script mode makes the script be parsed at runtime, it’s much slower than the module Mode, and this can be a serious issue when using lots of BGText instances with the Update
property. I don’t plan to change the controller mode for the already mentioned reasons, but the bgtext.py
script is already in a module format, so if the performance becomes a serious issue to you, you could only change the entry points on the Python controllers of BGText blend file to fit your needs. The comments on the last lines of the bgtext.py
will explain what to do.
Extras
Font Generator
BGText comes with a text generator utility named fontgen.blend
. You can set the font from the object CharacterFont
on Blender editor, run BGE’s standalone player, setup the size, offset and position of the characters using the controls and then saving it by pressing Spacebar. It’s simple, but pretty handy to start from a sketch.
Image Overlays
If you want to design your fonts by hand, BGText comes with some image overlays for you. They are at the source
directory, and comes with a single overlay (TextStyleOverlay.png
, image below) or multiple overlays (directory TextStyleOverlay
). Those are useful when you’re working with a image editor that supports layers.
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