UNPKG

ridder

Version:

A straightforward game engine for simple data-driven games in JavaScript

35 lines (34 loc) 1.42 kB
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) { function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); } return new (P || (P = Promise))(function (resolve, reject) { function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } } function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } } function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); } step((generator = generator.apply(thisArg, _arguments || [])).next()); }); }; const fonts = []; /** * Load a font into the cache. * * Use `setFont` in the `setup` or `render` functions to use the font in the upcoming text rendering. * * @param id - The ID for the font in the cache. * @param url - The url to the `.ttf` or `.otf` file. * @param family - The name of the font family. * @param size - The base size in pixels. */ export function loadFont(id, url, family, size) { return __awaiter(this, void 0, void 0, function* () { const font = new FontFace(family, `url(${url})`); yield font.load(); document.fonts.add(font); fonts[id] = `${size}px ${font.family}`; }); } /** * Get a font from the cache. */ export function getFont(id) { return fonts[id]; }