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C# RenderHelper.RenderTextComplete方法代码示例

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);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:ProceduralTextureScreen.cs

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);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:Picking3D.cs

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);
 
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:InputGestureScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:Physx28Screen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:14,代码来源:PerlinNoiseScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:12,代码来源:TemplateForwardScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:12,代码来源:TemplateForwardScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:16,代码来源:BasicScreenForwardDemo.cs

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);
            }
        }
开发者ID:tubitos,项目名称:1,代码行数:13,代码来源:Level.cs

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;
            }
        }
开发者ID:tubitos,项目名称:1,代码行数:19,代码来源:LoadingScreen.cs

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);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:13,代码来源:FSMScreen.cs

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);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:EnvMapScreen.cs

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);
            }
            
            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:20,代码来源:MovementScreen.cs

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);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:DeferredDirectionaldShadowScreen.cs

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);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:FollowerObjectSoundScreen.cs


注:本文中的RenderHelper.RenderTextComplete方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。