@@ 7,15 7,6 @@
src: url("../font/dejavu-fonts-ttf-2.37/ttf/DejaVuSans-Bold.ttf");
font-weight: bold;
}
-@font-face {
- font-family: "DejaVu Sans Mono";
- src: url("../font/dejavu-fonts-ttf-2.37/ttf/DejaVuSansMono.ttf");
-}
-@font-face {
- font-family: "DejaVu Sans Mono";
- src: url("../font/dejavu-fonts-ttf-2.37/ttf/DejaVuSansMono-Bold.ttf");
- font-weight: bold;
-}
* {
font-family: "DejaVu Sans";
@@ 27,7 27,7 @@ var game = {
return 1 - (range / (lay.movement.longSize() * 0.8))
},
font: {
- size: 20 // px
+ size: 20
},
difficulty: {
// Lower values make the game harder. See calculations in companion .ods file.
@@ 405,7 405,7 @@ var AudioContext = window.window.AudioCo
var draw = (function () {
var drawLabel = function (_, item, sprite, label) {
- var font = game.font.size + 'px "DejaVu Sans Mono"'
+ var font = game.font.size + 'px "DejaVu Sans"' // must also use elsewhere, see bug 1
if (!item.textRenderCache) {
// Caching rendered text gives a small performance improvement in Firefox
item.textRenderCache = document.createElement('canvas')
@@ 415,9 415,6 @@ var draw = (function () {
var textContext = item.textRenderCache.getContext('2d')
textContext.font = font
- // black should be default, but sometimes maybe not? in ff, at least, there's a bug
- // where every so often the first enemy text isn't visible, so set fill style to be sure
- textContext.fillStyle = 'black'
textContext.fillText(label, 0, game.font.size)
}
if (!sprite.counterRotate) {