public static FontFile Load(String filename) { XmlSerializer deserializer = new XmlSerializer(typeof(FontFile)); TextReader textReader = new StreamReader(filename); FontFile file = (FontFile)deserializer.Deserialize(textReader); textReader.Close(); return(file); }
public FontRenderer(FontFile fontFile, Texture2D fontTexture) { _fontFile = fontFile; _texture = fontTexture; _characterMap = new Dictionary<char, FontChar>(); foreach (var fontCharacter in _fontFile.Chars) { char c = (char)fontCharacter.ID; _characterMap.Add(c, fontCharacter); } }
public FontRenderer(FontFile fontFile, Texture2D fontTexture) { _fontFile = fontFile; _texture = fontTexture; _characterMap = new Dictionary <char, FontChar>(); foreach (var fontCharacter in _fontFile.Chars) { char c = (char)fontCharacter.ID; _characterMap.Add(c, fontCharacter); } }
public override void LoadContent(GraphicsDevice gd, ContentManager cm) { //Initialization for basicEffect basicEffect = new BasicEffect(gd); basicEffect.VertexColorEnabled = true; basicEffect.LightingEnabled = false; spriteBatch = new SpriteBatch(gd); string fontFilePath = Path.Combine(cm.RootDirectory, "Fonts/font.fnt"); fontFile = FontLoader.Load(fontFilePath); fontTexture = cm.Load<Texture2D>("Fonts/font_0.png"); fontRenderer = new FontRenderer(fontFile, fontTexture); logo = cm.Load<Texture2D>("LOGO.png"); bgTexture = cm.Load<Texture2D>("bg.png"); }
public void LoadContent(ContentManager cm) { //Start by loading all textures //playerTexture = cm.Load<Texture2D>("player.png"); // fontTexture = cm.Load<Texture2D>("basicFont.png"); thirstTexture = cm.Load<Texture2D>("waterBottle.png"); hungerTexture = cm.Load<Texture2D>("apple.png"); string fontFilePath = Path.Combine(cm.RootDirectory, "Fonts/font.fnt"); fontFile = FontLoader.Load(fontFilePath); fontTexture = cm.Load<Texture2D>("Fonts/font_0.png"); fontRenderer = new FontRenderer(fontFile, fontTexture); sizingRectangle = new Rectangle(0, 0, 211, 40); displays = new List<Display>(); //addDisplay(0, 0, //testing //displays.Add(new Display(0, 0, "12S red")); //Then assign textures to NPCs depending on their tag // thePlayer.sprite = playerTexture; }