/// <summary> /// A method that creates an AssetSpriteFont from a spritefont project file and registers it on the AssetManager. /// </summary> /// <param name="label">The label the asset is to be given.</param> /// <param name="fileName">The filename of the spritefont file in the project this asset will be associated with.</param> /// <returns>A pointer to the created asset.</returns> public static AssetSpriteFont CreateAssetSpriteFont(String label, String fileName) { SpriteFont font = content.Load<SpriteFont>(fileName); AssetSpriteFont asset = new AssetSpriteFont(label, font); fonts.Add(asset); return asset; }
/// <summary> /// A method that creates an AssetSpriteFont from a spritefont project file and registers it on the AssetManager. /// </summary> /// <param name="label">The label the asset is to be given.</param> /// <param name="fileName">The filename of the spritefont file in the project this asset will be associated with.</param> /// <returns>A pointer to the created asset.</returns> public static AssetSpriteFont CreateAssetSpriteFont(String label, String fileName) { SpriteFont font = content.Load <SpriteFont>(fileName); AssetSpriteFont asset = new AssetSpriteFont(label, font); fonts.Add(asset); return(asset); }
public DrawableText(AssetSpriteFont font, GameObject parent, String text, Color color) { this.font = font; this.parent = parent; this.text = text; this.filter = color; scale = Vector2.One; }
public DefaultEntry(GameManager manager, String text) : base(manager.world) { this.manager = manager; AssetSpriteFont font = AssetManager.getAssetSpriteFont("menuHeaderFont"); texture = new DrawableText(font, this, text, Color.Gray); texture.layer = 0.5f; }
public DrawCallSpriteFontText(AssetSpriteFont font, String text, Color filter, Vector2 position, float rotation, float layer, Vector2 scale) { this.font = font; this.text = text; this.filter = filter; this.position = position; this.rotation = rotation; this.layer = layer; this.scale = scale; }
public LandLoadPreviewer(World world, Land loadingLand) : base(world) { this.loadingLand = loadingLand; AssetSpriteFont font = AssetManager.CreateAssetSpriteFont("landLoaderFont", "defaultFont"); statusText = new DrawableText(font, this, "", Color.White); statusBar = new DrawableTexture("whiteSquare", this); statusBar.size = new Vector2(20f, 10f); statusBar.position = new Vector2(0f, 30f); }