本文整理汇总了C#中RenderHelper.RenderTextComplete方法的典型用法代码示例。如果您正苦于以下问题:C# RenderHelper.RenderTextComplete方法的具体用法?C# RenderHelper.RenderTextComplete怎么用?C# RenderHelper.RenderTextComplete使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类RenderHelper
的用法示例。
在下文中一共展示了RenderHelper.RenderTextComplete方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
render.RenderTextureComplete(texture, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity);
render.RenderTextComplete("Demo 17-22:Texture Generates On the fly ", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Random Texture generated Procedurally on CPU", new Vector2(10, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("Hit Space to change the texture", new Vector2(10, 55), Color.White, Matrix.Identity);
}
示例2: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
render.RenderTextComplete("PloobsEngine on Windows Phone7", new Vector2(20, 10), Color.Red, Matrix.Identity);
if(result != null)
render.RenderTextComplete(result, new Vector2(20, 30), Color.Red, Matrix.Identity);
}
示例3: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
render.RenderTextComplete("PloobsEngine Gestures with Windows Phone7", new Vector2(20, 10), Color.Red, Matrix.Identity);
render.RenderTextComplete("DoubleTap Count " + doubleTapCount, new Vector2(20, 30), Color.Red, Matrix.Identity);
if(doubleTapDisabled)
render.RenderTextComplete("DoubleTap Disabled" , new Vector2(20, 50), Color.Red, Matrix.Identity);
}
示例4: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
///must be called before
base.Draw(gameTime, render);
///Draw some text to the screen
render.RenderTextComplete("Most Basic Physx Setup", new Vector2(20, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("In all physx Demos you can throw balls using left mouse buttom", new Vector2(20, 35), Color.White, Matrix.Identity);
}
示例5: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
if (firsttime)
{
///Generate the PerlinNoise in CPU side using the real equation
staticRandomTex = GraphicFactory.CreateTexture2DPerlinNoise(800, 600, frequency, amplitude, 0.55f, 8);
firsttime = false;
}
render.RenderTextureComplete(staticRandomTex, Color.White, GraphicInfo.FullScreenRectangle, Matrix.Identity);
render.RenderTextComplete("Demo 17-22:Texture Generated On the fly ", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Perlin Noise Texture generated Precedurally ", new Vector2(10, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("Hit Space to change the texture", new Vector2(10, 55), Color.White, Matrix.Identity);
}
示例6: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
///Draw some text on the screen
render.RenderTextComplete("Demo: Basic Screen Forward", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
}
示例7: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
///Draw some text on the screen
render.RenderTextComplete("Demo: Basic Screen Forward (Move the camera using WASD and Mouse)", new Vector2(10, 15), Color.Red, Matrix.Identity);
}
示例8: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>
/// <param name="render"></param>
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
Texture2D logo = GraphicFactory.GetTexture2D("Textures\\engine_logo");
int wd = 64;
int hg = 48;
render.RenderTextureComplete(logo, new Rectangle(this.GraphicInfo.BackBufferWidth - wd, this.GraphicInfo.BackBufferHeight - hg, wd, hg));
render.RenderTextComplete("Basic Screen Forward", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
}
示例9: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
//MouseState mstate = Mouse.GetState ();
base.Draw (gameTime, render);
render.RenderTextComplete ("Demo: Basic Screen Deferred", new Vector2 (GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
if (EngineSettings.freeMouse)
{
render.RenderTextureComplete (mouseCursor, Color.White, new Rectangle (InputStates.mstate.X, InputStates.mstate.Y, 32, 32), Matrix.Identity);
}
}
示例10: Draw
protected override void Draw(Microsoft.Xna.Framework.GameTime gameTime, RenderHelper render)
{
render.Clear(Color.Black);
int w = render.GetViewPort().Width;
int h = render.GetViewPort().Height;
render.RenderTextComplete(texts[state], new Vector2(w / 2, h / 2), Color.DarkRed, Matrix.Identity, arenScript);
if (interval < maxInterval)
{
interval++;
}
else
{
ChangeState();
interval = 0;
}
}
示例11: Draw
/// <summary>
/// This is called when the screen should draw itself.
/// </summary>
/// <param name="gameTime"></param>x
/// <param name="render"></param>
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
///Draw some text on the screen
render.RenderTextComplete("Demo: FSM sample", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Current State: " + fsm.GetCurrentState().Name, new Vector2(GraphicInfo.Viewport.Width - 315, 35), Color.White, Matrix.Identity);
}
示例12: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
///must be called before
base.Draw(gameTime, render);
///Draw some text to the screen
render.RenderTextComplete("Environment Mapping", new Vector2(20, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("Used to fake ambient reflection, give metal appearence to an object ....", new Vector2(20, 35), Color.White, Matrix.Identity);
}
示例13: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
Texture2D logo = GraphicFactory.GetTexture2D("Textures\\engine_logo");
int wd = 64;
int hg = 48;
render.RenderTextureComplete(logo, new Rectangle(this.GraphicInfo.BackBufferWidth - wd, this.GraphicInfo.BackBufferHeight - hg, wd, hg));
render.RenderTextComplete("Character Movement", new Vector2(GraphicInfo.Viewport.Width - 315, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("Space = switch to character camera", new Vector2(GraphicInfo.Viewport.Width - 315, 40), Color.White,Matrix.Identity);
if(shouldDraw)
{
render.RenderTextComplete("T = forward, G = back, F = left, ", new Vector2(20, 15), Color.White,Matrix.Identity);
render.RenderTextComplete("H = right, R = jump", new Vector2(20, 40), Color.White,Matrix.Identity);
}
}
示例14: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
render.RenderTextComplete("Directional Shadow Sample using Cascade Shadow Mapping", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("This sample uses PCF7x7 filter with soft edges, it is heavy", new Vector2(10, 35), Color.White, Matrix.Identity);
render.RenderTextComplete("The Shadow Map resolution is 1024x1024 --big ", new Vector2(10, 55), Color.White, Matrix.Identity);
}
示例15: Draw
protected override void Draw(GameTime gameTime, RenderHelper render)
{
base.Draw(gameTime, render);
render.RenderTextComplete("3D Sound Attached to an Object ", new Vector2(10, 15), Color.White, Matrix.Identity);
render.RenderTextComplete("The Red Ball emits Sound =P, go near it and far from it", new Vector2(10, 35), Color.White, Matrix.Identity);
}