本文整理汇总了C#中SpriteFont类的典型用法代码示例。如果您正苦于以下问题:C# SpriteFont类的具体用法?C# SpriteFont怎么用?C# SpriteFont使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
SpriteFont类属于命名空间,在下文中一共展示了SpriteFont类的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: Button
public Button(Texture2D texture, SpriteFont font, SpriteBatch sBatch)
{
image = texture;
this.font = font;
location = new Rectangle(0, 0, image.Width, image.Height);
spriteBatch = sBatch;
}
示例2: RegisterFont
/// <summary>
/// Registers the font with the specified name.
/// </summary>
/// <param name="name">The name of the font to register.</param>
/// <param name="font">The font to register.</param>
public void RegisterFont(String name, SpriteFont font)
{
Contract.RequireNotEmpty(name, "name");
Contract.Require(font, "font");
registeredFonts.Add(name, font);
}
示例3: GetUIEntity
protected Entity GetUIEntity(SpriteFont font, bool fixedSize, Vector3 position)
{
// Create and initialize "Touch Screen to Start"
var touchStartLabel = new ContentDecorator
{
Content = new TextBlock
{
Font = font,
TextSize = 32,
Text = (fixedSize) ? "Fixed Size UI" : "Regular UI",
TextColor = Color.White
},
Padding = new Thickness(30, 20, 30, 25),
HorizontalAlignment = HorizontalAlignment.Center
};
//touchStartLabel.SetPanelZIndex(1);
var grid = new Grid
{
BackgroundColor = (fixedSize) ? new Color(255, 0, 255) : new Color(255, 255, 0),
MaximumWidth = 100,
MaximumHeight = 100,
MinimumWidth = 100,
MinimumHeight = 100,
VerticalAlignment = VerticalAlignment.Center,
HorizontalAlignment = HorizontalAlignment.Center,
};
grid.RowDefinitions.Add(new StripDefinition(StripType.Auto));
grid.ColumnDefinitions.Add(new StripDefinition());
grid.LayerDefinitions.Add(new StripDefinition());
grid.Children.Add(touchStartLabel);
// Add the background
var background = new ImageElement { StretchType = StretchType.Fill };
background.SetPanelZIndex(-1);
var uiEntity = new Entity();
// Create a procedural model with a diffuse material
var uiComponent = new UIComponent
{
Page = new UIPage
{
RootElement = new UniformGrid { Children = { background, grid } }
},
//IsBillboard = true,
IsFixedSize = fixedSize,
IsFullScreen = false,
Resolution = new Vector3(100, 100, 100), // Same size as the inner grid
Size = new Vector3(0.1f), // 10% of the vertical resolution
};
uiEntity.Add(uiComponent);
uiEntity.Transform.Position = position;
return uiEntity;
}
示例4: AddFont
// Adds a font to our list:
static void AddFont(SpriteFont f)
{
SpriteFont[] newFonts = new SpriteFont[fonts.Length + 1];
fonts.CopyTo(newFonts, 0);
newFonts[fonts.Length] = f;
fonts = newFonts;
}
示例5: TextGameObject
/// <summary>Create a new text object.</summary>
/// <param name="assetname">The name of the sprite font to use.</param>
/// <param name="layer">The layer to draw the text in.</param>
/// <param name="id">The reference ID for this text object.</param>
public TextGameObject(string assetname, int layer = 0, string id = "") : base(layer, id)
{
spriteFont = GameEnvironment.AssetManager.Content.Load<SpriteFont>(assetname);
color = Color.White;
text = "";
centered = false;
}
示例6: LoadContent
public static void LoadContent(MainGame game)
{
// Load assets
player = game.Content.Load<Texture2D>("player");
gun = game.Content.Load<Texture2D>("gun");
dot = game.Content.Load<Texture2D>("dot");
create = game.Content.Load<Texture2D>("create");
bullet = game.Content.Load<Texture2D>("bullet");
aim = game.Content.Load<Texture2D>("aim");
font = game.Content.Load<SpriteFont>("spriteFont");
// Init tiles
tileTable.Put('O', new TileData(ETileType.FLOOR, dot, Color.DarkGray));
tileTable.Put('W', new TileData(ETileType.WALL, dot, Color.Black));
tileTable.Put('S', new TileData(ETileType.SPAWN, dot, Color.Red));
tileTable.Put('C', new TileData(ETileType.CRATE, create, Color.Brown));
// Init key bindings
inputTable.Put(Player.Commands.MoveUp, new LinkedList<Keys>() { Keys.Up, Keys.W });
inputTable.Put(Player.Commands.MoveDown, new LinkedList<Keys>() { Keys.Down, Keys.S });
inputTable.Put(Player.Commands.MoveLeft, new LinkedList<Keys>() { Keys.Left, Keys.A });
inputTable.Put(Player.Commands.MoveRight, new LinkedList<Keys>() { Keys.Right, Keys.D });
loadMap(game);
}
示例7: GameWorld
public GameWorld(int width, int height, ContentManager Content)
{
screenWidth = width;
screenHeight = height;
random = new Random();
gameState = GameState.Menu;
inputHelper = new InputHelper();
block = Content.Load<Texture2D>("block");
reset = Content.Load<Texture2D>("reset");
font = Content.Load<SpriteFont>("SpelFont");
font2 = Content.Load<SpriteFont>("SpriteFont1");
font3 = Content.Load<SpriteFont>("SpriteFont2");
playButton = Content.Load<Texture2D>("Play");
optionsButton = Content.Load<Texture2D>("Options");
backButton = Content.Load<Texture2D>("Back");
polytris = Content.Load<Texture2D>("Polytris");
grid = new TetrisGrid(block);
level = 1;
levelspeed = 1;
score = 0;
i = (int)random.Next(7) + 1;
i2 = (int)random.Next(7) + 1;
blockcounter = 1;
blocks = new BlockList(block, Content); //Voegen de verschillende blockobjecten toe aan de lijst
block1 = new Block1(block, Content);
blocks.Add(block1, 1);
block2 = new Block2(block, Content);
blocks.Add(block2, 2);
block3 = new Block3(block, Content);
blocks.Add(block3, 3);
block4 = new Block4(block, Content);
blocks.Add(block4, 4);
block5 = new Block5(block, Content);
blocks.Add(block5, 5);
block6 = new Block6(block, Content);
blocks.Add(block6, 6);
block7 = new Block7(block, Content);
blocks.Add(block7, 7);
//Voegen de verschillende blockobjecten toe aan een tweede lijst voor het tekenen van het volgende blokje
block1res = new Block1(block, Content);
blocks.AddToReserve(block1res, 1);
block2res = new Block2(block, Content);
blocks.AddToReserve(block2res, 2);
block3res = new Block3(block, Content);
blocks.AddToReserve(block3res, 3);
block4res = new Block4(block, Content);
blocks.AddToReserve(block4res, 4);
block5res = new Block5(block, Content);
blocks.AddToReserve(block5res, 5);
block6res = new Block6(block, Content);
blocks.AddToReserve(block6res, 6);
block7res = new Block7(block, Content);
blocks.AddToReserve(block7res, 7);
options = new Options(block, reset, backButton, width, height, font, blocks);
menu = new Menu(playButton, optionsButton, polytris, width, height);
gameOver = new GameOver(backButton, width, height);
}
示例8: FontWidth
public int FontWidth(SpriteFont font, String text)
{
//to get the text exactly in the middle of the screen
int fontWidth;
fontWidth = (int)font.MeasureString(text).X;
return fontWidth;
}
示例9: DrawStringCall
public DrawStringCall(SpriteFont font, string value, Vector2 position, Vector4 color)
{
this.font = font;
this.value = value;
this.position = position;
this.color = color;
}
示例10: FontHeight
public int FontHeight(SpriteFont font, String text)
{
//to get the text exactly in the middle of the screen
int fontHeight;
fontHeight = (int)font.MeasureString(text).Y;
return fontHeight;
}
示例11: TextStyle
public TextStyle(SpriteFont font, Boolean? bold, Boolean? italic, Color? color, params GlyphShader[] glyphShaders)
{
this.Font = font;
this.Bold = bold;
this.Italic = italic;
this.Color = color;
this.GlyphShaders = new TextStyleGlyphShaderCollection(glyphShaders);
}
示例12: Text
public Text(string Filename, string Text, Vector2 Position)
{
if (Filename == "") { Filename = "SpriteFont1"; }
fontName = Filename;
font = Cache.Font(Filename);
position = Position;
content = Text;
}
示例13: GameWorld
public GameWorld(int width, int height, ContentManager Content)
{
screenWidth = width;
screenHeight = height;
gameState = GameState.StartScreen;
StartScreenFont = Content.Load<SpriteFont>("Fipps");
}
示例14: LoadContent
protected override void LoadContent()
{
//BGM�̎擾�@���Ǘ\��
song[0] = Content.Load<Song>("Content/GLORIA");
font = Content.Load<SpriteFont>("Content/MS20");
sprite = new SpriteBatch(GraphicsDevice);
ios = new IOS(Gm.GraphicsDevice, sprite,font ,song ,"Hoge.txt");
base.LoadContent();
}
示例15: Paddle
public Paddle(Vector2 position, Vector2 fontPosition, string texture, float multiplier, Keys kUp, Keys kDown)
: base(texture, position)
{
this.kUp = kUp;
this.kDown = kDown;
this.multiplier = multiplier;
this.fontPosition = fontPosition;
this.score = 98;
font = AssetHandler.GetSpriteFont("SpriteFont1");
}