public void draw(Microsoft.Xna.Framework.Graphics.SpriteBatch b, Microsoft.Xna.Framework.Graphics.SpriteFont font, Microsoft.Xna.Framework.Vector2 position, Microsoft.Xna.Framework.Color color) { if (this.drawThis) { b.DrawString(font, this.displayText, position, color); } }
public Screen() { this.g = G.g; this.spriteBatch = g.spriteBatch; this.e = g.e; this.GraphicsDevice = g.GraphicsDevice; this.font = g.font; }
/// <summary> /// Creates a TextComponent with a given <see cref="Microsoft.Xna.Framework.Graphics.SpriteFont"/>. /// </summary> /// <param name="font">SpriteFont reference containing the raw font data.</param> /// <param name="color">Color for each glyph to be drawn with.</param> /// <param name="shader">Shader used for rendering in a <see cref="Microsoft.Xna.Framework.Graphics.SpriteBatch"/>.</param> /// <param name="text">Text message to be rendered.</param> public TextComponent(SpriteFont font, Color color, Effect shader, string text = null) : base(true, null) { Color = color; Font = font; FontPath = null; Shader = shader; Text = text; }
public override void DrawString(SpriteFont font, string text, Point position, Color color) { XnaSpriteFont xnaFont = font.GetSpriteFont as XnaSpriteFont; XnaPoint xnaPoint = new XnaPoint(position.X, position.Y); XnaColor xnaColor = new XnaColor(color.R, color.G, color.B, color.A); this.spriteBatch.DrawString(xnaFont, text, xnaPoint.ToVector2(), xnaColor); }
public Score(Microsoft.Xna.Framework.Graphics.SpriteFont font) { _scoreLabel = AddComponent <Label>(); _scoreLabel.Color = SCORE_COLOR; _scoreLabel.Font = font; _scoreLabel.Text = SCORE_TEXT + _score; _scoreLabel.Pos = POSITION; }
public MonoGameDrawer(string textureName, string fontName, Microsoft.Xna.Framework.Graphics.SpriteBatch sprite_batch, Microsoft.Xna.Framework.Content.ContentManager content_manager) { this.sprite_batch = sprite_batch; this.content_manager = content_manager; this.texture = content_manager.Load <Microsoft.Xna.Framework.Graphics.Texture2D>(textureName); this.font = content_manager.Load <Microsoft.Xna.Framework.Graphics.SpriteFont>(fontName); }
public bool LoadFont(ContentManager content) { try { _font = content.Load<SpriteFont>(_fileName); _ready = true; } catch { return false; } return true; }
public bool LoadFont(ContentManager content) { try { _font = content.Load <SpriteFont>(_fileName); _ready = true; } catch { return(false); } return(true); }
public static String BreakAndCenterStringAccoringToLineLength(String input, float maxLineLength, Microsoft.Xna.Framework.Graphics.SpriteFont font) { var words = input.Split(' '); var lines = new List <String>(); var spaceLen = font.MeasureString(" ").X; var currentLineLength = 0f; StringBuilder currentLine = new StringBuilder(); foreach (var word in words) { var wordLen = font.MeasureString(word).X; if (currentLineLength > 0) { if ((currentLineLength + spaceLen + wordLen) > maxLineLength) { lines.Add(AddSpacesAccordingToLength(currentLine.ToString(), spaceLen, maxLineLength - currentLineLength)); currentLine.Clear(); currentLine.Append(word); currentLineLength = wordLen; } else { currentLine.Append(' ').Append(word); currentLineLength += wordLen + spaceLen; } } else { currentLine.Append(word); currentLineLength += wordLen; } } lines.Add(AddSpacesAccordingToLength(currentLine.ToString(), spaceLen, maxLineLength - currentLineLength)); return(String.Join("\n", lines)); }
public MonoGameSpriteFont(XnaSpriteFont spriteFont) { this.spriteFont = spriteFont; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { //moveList = new MoveList(Stage.Content.Load<Move[]>("MoveList")); //inputManager = new InputManager(moveList.LongestMoveLength); mainCharacter = PlayerAgent.Player; playerRockMeter = mainCharacter.GetAgent<RockMeter>(); font = Stage.Content.Load<Microsoft.Xna.Framework.Graphics.SpriteFont>("DefaultFont"); rand = new Random(); }