simvx.core.nodes_2d.text

Text2D – screen-pinned text drawn through the one 2D text builder.

Module Contents

Classes

Text2D

Screen-pinned text for HUD / UI. Works in both 2D and 3D modes.

API

class simvx.core.nodes_2d.text.Text2D(**kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Screen-pinned text for HUD / UI. Works in both 2D and 3D modes.

Text2D draws through the ONE 2D text builder (renderer.draw_text): the item path emits a native kerned MSDF GLYPH item, and the Draw2D _draw_recursive walk (editor play-mode / web) appends a matching TEXT op – both from the same layout, so they render identically.

The text is screen-pinned: it draws in screen space (screen_space=True) so it stays fixed while a Camera2D pans the world – the usual HUD behaviour. It draws at its :attr:~Node2D.world_position and at its

Attr:

~Node2D.world_scale, so a label parented under a moving, scaled node is carried and resized by that node; parented at the root (the common HUD case) world equals local, position is the screen coordinate directly and font_scale is the only size input.

Sizing: font_scale is a multiplier on the 16px logical em (font_scale=1 -> 16 logical px) and the node’s world scale multiplies on top of it, the same way a Sprite2D’s draw size is its texture size times its world scale. A world scale of 0 on either axis hides the label, as it hides a sprite.

Three properties of the 2D text builder shape what an ancestor transform can do to the glyphs:

  • One glyph size, not two. A glyph run is laid out from a single scalar size, so a non-uniform world scale is reduced to the geometric mean sqrt(|sx * sy|): exact for a uniform scale, area-preserving otherwise, and never silently favouring one axis. A rect box keeps its per-axis extent (w * |sx|, h * |sy|) because a box can express both axes. A negative (mirrored) scale contributes its magnitude only; glyph runs are not mirrored.

  • Axis-aligned runs. The builder emits upright glyph quads and takes no rotation, so a rotated ancestor moves the anchor (via world_position) but leaves the text upright. A rect box cannot follow the rotation either, so it is placed by its CENTRE: the authored centre lands exactly where the ancestor puts it and the upright extent is rebuilt around it, which is the closest an axis-aligned box can sit to the region meant.

  • A readable-pixel floor the builder applies by default, clamping tiny text up to ~10px. A world-scaled label opts out of it, so the glyphs shrink in proportion with the box (and with fit_to_width) instead of clamping and overflowing; an unscaled label keeps the floor. Scaling an ancestor far enough down therefore makes the text illegibly small, exactly as it makes a sprite unreadably small.

Common port patterns are first-class node Properties:

  • outline / outline_colour – a readable halo on any background.

  • rect – position + align inside a box instead of at a point.

  • fit_to_width – shrink font_scale so the text fits rect width.

Initialization

text

‘Property(…)’

font_scale

‘Property(…)’

colour

‘Colour(…)’

align

‘Property(…)’

outline

‘Property(…)’

outline_colour

‘Colour(…)’

rect

‘Property(…)’

fit_to_width

‘Property(…)’

on_draw(renderer) None[source]
position

‘_SpatialVecProperty(…)’

rotation

‘Property(…)’

scale

‘_SpatialVecProperty(…)’

z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property rotation_degrees: float
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
hdr

‘Property(…)’

property transform_render_dirty: bool
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

script_error_raised

‘Signal(…)’

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
reset_error() None
add_child(node: simvx.core.node.T) simvx.core.node.T
remove_child(node: simvx.core.node.Node) None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
on_ready() None
on_enter_tree() None
on_exit_tree() None
on_update(dt: float) None
on_fixed_update(dt: float) None
on_picked(event: simvx.core.events.InputEvent) None
on_unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
queue_redraw() None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None
property app
property tree: simvx.core.scene_tree.SceneTree
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()