const char *fontInit(love_font *self, const char *filename, int size) { if (!fileExists(filename)) return "Could not open font. Does not exist."; self->font = sftd_load_font_file(filename); self->size = size; return NULL; }
/*** Load a TTF font. @function load @tparam string path path to the file @treturn font the loaded font. */ static int font_load(lua_State *L) { const char *path = luaL_checkstring(L, 1); font_userdata *font = lua_newuserdata(L, sizeof(*font)); luaL_getmetatable(L, "LFont"); lua_setmetatable(L, -2); font->font = sftd_load_font_file(path); // SFTD doesn't actually check if the file exist, so we have to do this ourselves. if (font->font == NULL || access(path, F_OK) != 0) { lua_pushnil(L); lua_pushfstring(L, "No valid font file at %s", path); return 2; } return 1; }
void init(void) { // Starting services sf2d_init(); sf2d_set_vblank_wait(0); sftd_init(); srvInit(); aptInit(); hidInit(); audio_init(); //romfsInit(); // Configuring the right font to use (8bitoperator), and its proprieties font = sftd_load_font_file("font/eightbit.ttf"); // Configuring graphics in general (images, textures, etc) sf2d_set_clear_color(RGBA8(0x00, 0x00, 0x00, 0xFF)); /* Load Frisk textures Loop over every element in tex_arr_friskWalk and load the PNG buffer. */ for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { tex_arr_friskWalk[i][j] = loadTexture(friskFilenames[i][j]); } } room_init(); // Reusing 'i' from above. // Load room textures. for (int i = 0; i < 3; ++i) fillTexture(&rooms[i].bg); // TODO: Add actual save loading logic. For now, just assume this room. player_pos = rooms[room].exits[0].entrance; // Play music home = sound_create(BGM); if (home != NULL) audio_load_ogg("sound/music/house1.ogg", home); else home->status = -1; timerStep(); }