public FPSTestState(TextureManager textureManager) { _textureManager = textureManager; _font = new Font(textureManager.Get("font"), FontParser.Parse("font.fnt")); _fpsText = new Text("FPS:", _font); }
public void DrawText(Text text) { foreach (CharacterSprite c in text.CharacterSprites) { DrawSprite(c.Sprite); } }
public void Render() { Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); _fpsText = new Text("FPS: " + _fps.CurrentFPS.ToString("00.0"), _font); _renderer.DrawText(_fpsText); // Rendering 10,000 quads is much faster with the batch method. for (int i = 0; i < 1000; i++) { _renderer.DrawText(_fpsText); } _renderer.Render(); // new for batch method }
public SwirlEffectState(TextureManager manager) { _font = new Font(manager.Get("font"), FontParser.Parse("font.fnt")); _text = new Text("Hello", _font); }
public CharacterBounceState(TextureManager manager) { _font = new Font(manager.Get("font"), FontParser.Parse("font.fnt")); _text = new Text("Hello", _font); }