Constructor


DialogueText(text: any, x: any, y: any, w: any, h: any, options: any)

Arguments:

text: any
x: any
y: any
w: any
h: any
options: any




Methods


DialogueText:addFunction(id: any, func: any)

Arguments:

id: any
func: any








DialogueText:isModifier(command: any)

Arguments:

command: any

Returns:

1: true|nil


DialogueText:isNodeInstant(node: any)

Arguments:

node: any

Returns:

1: boolean




DialogueText:playTextSound(current_node: any)

Arguments:

current_node: any


DialogueText:processCustomCommand(node: any, dry: any)

Arguments:

node: any
dry: any

Returns:

1: unknown|nil




DialogueText:processModifier(node: any, dry: any)

Arguments:

node: any
dry: any


DialogueText:registerCommand(command: any, func: any, options: any)

Arguments:

command: any
func: any
options: any




DialogueText:setText(text: any, callback: any, line_callback: any)

Arguments:

text: any
callback: any
line_callback: any




DialogueText:updateTalkSprite(typing: any)

Arguments:

typing: any



Fields



Undocumented















DialogueText.canvas: love.Canvas

A Canvas is used for off-screen rendering. Think of it as an invisible screen that you can draw to, but that will not be visible until you draw it to the actual visible screen. It is also known as "render to texture".

By drawing things that do not change position often (such as background items) to the Canvas, and then drawing the entire Canvas instead of each item, you can reduce the number of draw operations performed each frame.

In versions prior to love.graphics.isSupported("canvas") could be used to check for support at runtime.

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