We used the starling.text.TextField API briefly earlier when playing with quads. Let’s spend some little time on how text works with Starling. You may wonder how a GPU renders a font, but there is a trick here. Behind the scenes Starling creates a native TextField object on the CPU, and uses it as a offscreen buffer to render the font. Once rasterized, the texture is uploaded to the GPU and you have your text on screen.


Note that the TextField API does not create a native flash.text.TextField instance for each starling.text.TextField you use. One instance is cached and reused to render all the text.

In the following code, we create a TextField object and display some text using the Verdana system font:

    import starling.display.Sprite;
    import starling.events.Event;
    import starling.text.TextField;

    public class Game extends Sprite
        public function Game()
            addEventListener(Event.ADDED_TO_STAGE, onAdded);

        private function onAdded (e:Event):void
            // create the TextField object
            var legend:TextField = new TextField(300, 300, "Here is some text,
                              using a system font!", "Verdana", 38, 0xFFFFFF);

            // centers the text on stage
            legend.x = stage.stageWidth - legend.width >> 1;
            legend.y = stage.stageHeight - legend.height >> 1;

            // show it

Figure 1-46 illustrates the result.

Some simple text

Figure 1-46. Some simple text

Again, remember that what you see here on screen ...

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