Okay, so in today's lesson we are going to be continuing on looking at GIS.
Last lesson we I introduced you to GIS and we looked at what screen GIS are and what frames are.
This lesson we're going to learn about some more objects that you could use.
Okay.
So we're going to start off today by looking at text labels.
So click the plus on your screen or add one in to start.
If you don't have one already.
And search up a text label and insert that in.
Okay.
And this is what your text label looks like.
Okay.
As I said last lesson, it is just a frame with some text on it.
And you can see the properties here are the exact same as they are for um for frames.
So I'm not going to discuss those.
As we looked at all of those last lesson okay.
I'm just going to move it over to here.
I know I shouldn't do that.
I should be using the scale, but it's just for demonstration.
If I was actually making it, of course I would use scale instead.
Okay.
So let's go down and we're just going to be talking about the text properties down here okay.
So this is all about the text that it displays okay.
Very obviously you've got the text property which you can use to change what is being displayed on your
text label.
So I could say, um, welcome to my game.
For example like that there.
Okay.
Let's have a look at how we can change though how we font looks, because I don't really like how this
text looks.
Um, most obvious, you can change the font face, which is just changing the font.
You can see all of these font options here.
And a new feature of Willowbrook Studio is you can actually add in, um, import your own fonts as well.
But again, we will look at that in a later lesson.
Um, I quite like this one.
I'm going to pick that one there, but I encourage you to go through and have a look and try out some
different fonts, as there are some cool ones there.
Okay, um, skip over those for you and let's look at text color.
This is the color of your text.
You can see you can change the color.
Maybe I might change it to a blue color like that.
There okay.
Text scaled is quite a useful property.
Basically if the text is scaled to the size of your text label.
So turning this on, you can see the text takes up the entire room of your text labeled label.
Okay.
Um, otherwise you can change the text size property, change this up maybe 20, and you can see it
increases like that there.
Okay.
Um, which one would I recommend using?
I'd recommend using text scaled because, um, that way it is the same for all devices.
Okay.
If you, if you use the text size property it could look different for different devices.
Okay.
So that's why I'd recommend using text scaled instead.
Okay.
Um.
And we can touch on these ones.
X alignment and y alignment.
You can change where your text is aligned.
This will make this will be a bit more obvious.
Um for the X than it is for the Y.
So you can change this from the center to the left or the right.
So left here you can see it just aligns it on the left side and aligns it on the right side.
And same for the Y even though might be a bit difficult to see.
Yeah because we've got text scaled on you can't really see.
But it would do the exact same thing.
Okay.
And that's pretty much it.
Okay.
If we, um, change back background transparency to one, you can now see it appears quite nicely there.
Okay.
So very cool.
Um, addition you can make there to your game.
Um, again we will look at scripting needs a bit more.
Now this is great to display things.
However, what happens if you want the player to be actually be able to do things?
Okay, um, the player can interact with these objects.
The main way they can do that is through text buttons.
Okay.
So let's delete that and add in a text button okay.
Text buttons here.
Again I'm just going to move it like that there.
So again this one is to be honest the exact same properties as we discussed with the text labels.
I'm not going to go over any of those again.
But the difference is if I hover over this button it kind of fades in, um, like that, the color changes
and I get a little icon on my mouse.
This is because you can click this button even, even though it doesn't really look like a button.
It's clickable, okay.
And this can be picked up through coding through scripting okay.
And you can then do stuff when this click happens okay.
So again this was kind of the point of these two lessons was to give you an introduction to GUIs.
So when we look at it in the scripting section you're not completely new to them.
But again there's not too much we can do with them unless we are coding.
Okay, let's have a look at two more objects.
And these are um, image labels and image buttons.
So let's add these two in.
These work very similar to text labels and text buttons.
Instead you're looking at images not text okay.
The image label here I'm going to move it over here.
This is the image label.
Again we just have some images image properties here okay.
And these hopefully are not anything new as you would have looked at these for decals and probably textures
too.
But the image you like where you would like would go into the image property here.
And you can also change the text color and also the image transparency.
Okay.
So if we quickly went into the toolbox and um, let's go over to images.
Let's find an image you might want to add on.
Let's just go for um let's go for this one here, for example.
Okay.
Just a random image and let's copy and copy that number, that image ID delete that.
And add it into our own image label.
And you can see we've now got it appearing there.
And if you wanted to, you could change your background to bouncy to be one.
And now the background completely is completely gone as well, which is quite cool.
Okay.
What you could do is add a little text label here and it can actually look like it's talking, which
is quite cool as well.
But yeah.
So that's just a complete introduction to to guys.
Okay.
Again you will learn a lot more about guys once we look at scripting.
But for now that's all you need to know.
So experiment with those.
And yeah have fun with those as they are quite a cool addition that you can make to your game.