protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("Fonts/courier-new-32"); _tiledMap = Content.Load<TiledMap>("Tilesets/level01"); _world.CreateGrid(_tiledMap.GetLayer<TiledTileLayer>("Tile Layer 1")); var fireballTexture = Content.Load<Texture2D>("Sprites/fireball"); var spriteSheetAtlas = TextureAtlas.Create(fireballTexture, 512, 197); _sprite = new Sprite(spriteSheetAtlas[0]) { Position = new Vector2(850, 200), Scale = new Vector2(0.5f) }; _spriteAnimator = new SpriteAnimator(_sprite, spriteSheetAtlas, 15); var zombieSheet = Content.Load<TextureAtlas>("Sprites/zombie-atlas"); _zombie = new Zombie(zombieSheet) { Position = new Vector2(300, 500) }; _world.CreateBody(_zombie); }
public static void DrawString(this SpriteBatch spriteBatch, BitmapFont bitmapFont, string text, Vector2 position, Color color) { var dx = position.X; var dy = position.Y; foreach (char character in text) { var fontRegion = bitmapFont.GetCharacterRegion(character); if (fontRegion != null) { var fontChar = fontRegion.FontCharacter; var charPosition = new Vector2(dx + fontChar.XOffset, dy + fontChar.YOffset); spriteBatch.Draw(fontRegion.TextureRegion, charPosition, color); dx += fontChar.XAdvance; } if (character == '\n') { dy += bitmapFont.LineHeight; dx = position.X; } } }
protected override void LoadContent() { _backgroundTexture = Content.Load<Texture2D>("vignette"); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _spriteBatch = new SpriteBatch(GraphicsDevice); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _camera = new Camera2D(viewportAdapter) { Zoom = 2.0f }; _sceneGraph = new SceneGraph(); var carHullTexture = Content.Load<Texture2D>("car-hull"); var carHullSprite = new Sprite(carHullTexture); var carWheelTexture = Content.Load<Texture2D>("car-wheel"); var carWheelSprite = new Sprite(carWheelTexture); _carNode = new SceneNode("car-hull", viewportAdapter.Center.ToVector2()); _carNode.Entities.Add(carHullSprite); _leftWheelNode = new SceneNode("left-wheel", new Vector2(-29, 17)); _leftWheelNode.Entities.Add(carWheelSprite); _rightWheelNode = new SceneNode("right-wheel", new Vector2(40, 17)); _rightWheelNode.Entities.Add(carWheelSprite); _carNode.Children.Add(_rightWheelNode); _carNode.Children.Add(_leftWheelNode); _sceneGraph.RootNode.Children.Add(_carNode); }
//protected override void Initialize() //{ // base.Initialize(); // _graphicsDeviceManager.IsFullScreen = true; // _graphicsDeviceManager.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; // _graphicsDeviceManager.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; // _graphicsDeviceManager.ApplyChanges(); //} protected override void LoadContent() { _viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _font = Content.Load<BitmapFont>("Fonts/courier-new-32"); _camera = new Camera2D(_viewportAdapter); _explosionAnimations = Content.Load<SpriteSheetAnimationGroup>("explosion-animations"); _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundTexture = Content.Load<Texture2D>("black"); var bulletTexture = Content.Load<Texture2D>("laserBlue03"); var bulletRegion = new TextureRegion2D(bulletTexture); _bulletFactory = new BulletFactory(_entityManager, bulletRegion); SpawnPlayer(_bulletFactory); _meteorFactory = new MeteorFactory(_entityManager, Content); for (var i = 0; i < 13; i++) { _meteorFactory.SpawnNewMeteor(_player.Position); } }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundTexture = Content.Load<Texture2D>("hills"); _bitmapFont = Content.Load<BitmapFont>("courier-new-32"); _tiledMap = Content.Load<TiledMap>("level01"); }
public static void DrawString(this SpriteBatch spriteBatch, BitmapFont bitmapFont, string text, Vector2 position, Color color, int wrapWidth) { var dx = position.X; var dy = position.Y; var sentences = text.Split(new[] {'\n'}, StringSplitOptions.None); foreach (var sentence in sentences) { var words = sentence.Split(new[] { ' ' }, StringSplitOptions.None); for (var i = 0; i < words.Length; i++) { var word = words[i]; var size = bitmapFont.GetStringRectangle(word, Vector2.Zero); if (i != 0 && dx + size.Width >= wrapWidth) { dy += bitmapFont.LineHeight; dx = position.X; } DrawString(spriteBatch, bitmapFont, word, new Vector2(dx, dy), color); dx += size.Width + bitmapFont.GetCharacterRegion(' ').FontCharacter.XAdvance; } dx = position.X; dy += bitmapFont.LineHeight; } }
public Button(string text, Vector2 position) { Position = position; _text = text; _texture = WorldMap.Instance.GetContent().Load<Texture2D>("button"); _spriteFont = WorldMap.Instance.GetContent().Load<BitmapFont>("Fonts/pressStart2P"); }
public TextArea(string text, Vector2 position, Vector2 dim) { Position = position; _dim = dim; _font = WorldMap.Instance.GetContent().Load<BitmapFont>("Fonts/pressStart2P"); HandleText(text); }
public Window(string name, bool snapToCamera) { Name = name; _snapToCamera = snapToCamera; _cameraStartPos = WorldMap.Instance.Camera.Position; _windowTexture = GameLoop.GlobalContent.Load<Texture2D>("windowTile"); // http://dylanwilson.net/bmfont-rendering-with-monogame-extended _font = GameLoop.GlobalContent.Load<BitmapFont>("Fonts/pressStart2P"); }
protected override void LoadContent() { _viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _camera = new Camera2D(_viewportAdapter); _backgroundTexture = Content.Load<Texture2D>("vignette"); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _spriteBatch = new SpriteBatch(GraphicsDevice); }
public NumberChooser(Vector2 position, int maxValue, int outOf) { OutOf = outOf; Number = 0; Position = position; MaxValue = maxValue; _texture = GameLoop.GlobalContent.Load<Texture2D>("numberChooser"); _spriteFont = GameLoop.GlobalContent.Load<BitmapFont>("Fonts/pressStart2P"); }
public DropDown(Vector2 position, List<string> options, string selected) { Position = position; Options = options; Selected = selected; _texture = WorldMap.Instance.GetContent().Load<Texture2D>("dropdown"); _dropdownTWindow = WorldMap.Instance.GetContent().Load<Texture2D>("dropdownWindow"); _spriteFont = WorldMap.Instance.GetContent().Load<BitmapFont>("Fonts/pressStart2P"); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _texture = Content.Load<Texture2D>("monogame-extended-logo"); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _sprite = new Sprite(_texture) { Position = new Vector2(600, 240) }; _tiledMap = Content.Load<TiledMap>("untitled"); //_camera.LookAt(new Vector2(_tiledMap.WidthInPixels, _tiledMap.HeightInPixels) * 0.5f); }
public static void DrawRightText(this SpriteBatch spriteBatch, BitmapFont font, string text, Vector2 position, Color color, Color? shadowColor = null) { var width = SceneManager.Instance.VirtualSize.X; var pos = new Vector2(width - font.MeasureString(text).X - position.X, position.Y); if (shadowColor.HasValue) spriteBatch.DrawTextWithShadow(font, text, pos, color, shadowColor.Value); else spriteBatch.DrawString(font, text, pos, color); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Circle.LoadContent(Content); Button.LoadContent(Content); ChinesePeice.LoadContent(Content); CheckersPiece.LoadContent(Content); ChessPiece.LoadContent(Content); logo = Content.Load<Texture2D>("Logo"); _backgroundTexture = Content.Load<Texture2D>("vignette"); font = Content.Load<BitmapFont>("alphabet"); }
public SquareDropdown(Vector2 position, string option1, string option2, string selected, string name) { Position = position; _option1 = option1; _option2 = option2; Selected = selected; _name = name; _texture = WorldMap.Instance.GetContent().Load<Texture2D>("squareButton"); _arrows = WorldMap.Instance.GetContent().Load<Texture2D>("arrows"); _spriteFont = WorldMap.Instance.GetContent().Load<BitmapFont>("Fonts/pressStart2P"); _arrowDown = WorldMap.Instance.GetContent().Load<Texture2D>("arrowDown"); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _tiledMap = Content.Load<TiledMap>("level01"); var viewportAdapter = new ScalingViewportAdapter(GraphicsDevice, 800, 480); _camera = new Camera2D(viewportAdapter) { Zoom = 0.5f, Position = new Vector2(_tiledMap.WidthInPixels / 4f, _tiledMap.HeightInPixels / 4f) }; }
//protected override void Initialize() //{ // base.Initialize(); // _graphicsDeviceManager.IsFullScreen = true; // _graphicsDeviceManager.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; // _graphicsDeviceManager.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; // _graphicsDeviceManager.ApplyChanges(); //} protected override void LoadContent() { _viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _guiManager = new GuiManager(_viewportAdapter, GraphicsDevice); _font = Content.Load<BitmapFont>("Fonts/courier-new-32"); var normal = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-normal"))); var pressed = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-clicked"))); var hover = new GuiTextureRegionDrawable(new TextureRegion2D(Content.Load<Texture2D>("Gui/button-hover"))); var buttonStyle = new GuiButtonStyle(normal, pressed, hover); var button = new GuiButton(buttonStyle) { Position = new Vector2(400, 240) }; button.Clicked += (sender, args) => { if (_player != null) { Explode(_player.Position, 3); _player.Destroy(); _player = null; } }; _guiManager.Controls.Add(button); var labelStyle = new GuiLabelStyle(_font); var label = new GuiLabel(labelStyle, "Hello") { Position = new Vector2(100, 100) }; label.MouseUp += (sender, args) => label.Text = args.Position.ToString(); _guiManager.Controls.Add(label); _camera = new Camera2D(_viewportAdapter); _explosionAnimations = Content.Load<SpriteSheetAnimationGroup>("explosion-animations"); _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundTexture = Content.Load<Texture2D>("black"); var bulletTexture = Content.Load<Texture2D>("laserBlue03"); var bulletRegion = new TextureRegion2D(bulletTexture); _bulletFactory = new BulletFactory(_entityManager, bulletRegion); SpawnPlayer(_bulletFactory); _meteorFactory = new MeteorFactory(_entityManager, Content); for (var i = 0; i < 13; i++) _meteorFactory.SpawnNewMeteor(_player.Position); }
protected override void LoadContent() { _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _backgroundSky = Content.Load<Texture2D>("hills-sky"); _backgroundClouds = Content.Load<Texture2D>("hills-clouds"); _backgroundHills = new Texture2D[4]; _backgroundHills[0] = Content.Load<Texture2D>("hills-1"); _backgroundHills[1] = Content.Load<Texture2D>("hills-2"); _backgroundHills[2] = Content.Load<Texture2D>("hills-3"); _backgroundHills[3] = Content.Load<Texture2D>("hills-4"); _spriteBatch = new SpriteBatch(GraphicsDevice); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("Fonts/courier-new-32"); _tiledMap = Content.Load<TiledMap>("Tilesets/test-tileset-left-up"); _world = new CollisionWorld(new Vector2(0, 900)); _world.CreateGrid(_tiledMap.GetLayer<TiledTileLayer>("Tile Layer 1")); var zombieAnimator = Content.Load<SpriteSheetAnimator>("Sprites/zombie-animations"); _zombie = new Zombie(zombieAnimator); var zombieActor = _world.CreateActor(_zombie); zombieActor.Position = new Vector2(462.5f, 896f); }
public PriorityBox(string name, GlobalJobType type, Func<NumberChooser, int, bool> validator) { Type = type; Name = name; _windowTexture = GameLoop.GlobalContent.Load<Texture2D>("priorityBox"); _font = GameLoop.GlobalContent.Load<BitmapFont>("Fonts/pressStart2P"); Priority = 1000000; int max = 0; if (name == "Mining" || name == "Hauling") max = 9999; _numberChooser = new NumberChooser(new Vector2(230, 10), max, 0, validator); AddGuiComponent(_numberChooser); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _backgroundTexture = Content.Load<Texture2D>("hills"); _bitmapFont = Content.Load<BitmapFont>("courier-new-32"); var textureAtlas = Content.Load<TextureAtlas>("test-tileset-atlas"); var textureRegion = textureAtlas.Regions.First(); _textureRegion = textureAtlas.Regions.Last(); _sprite = new Sprite(textureRegion) { Position = new Vector2(600, 240), Scale = Vector2.One * 2.5f, OriginNormalized = new Vector2(0.25f, 0.75f) }; _tiledMap = Content.Load<TiledMap>("level01"); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("montserrat-32"); _samples = new [] { new SampleMetadata("Bitmap Fonts", () => new BitmapFontsSample(this)), new SampleMetadata("Sprites", () => new SpritesSample(this)), new SampleMetadata("Input Listeners", () => new InputListenersSample(this)), new SampleMetadata("Camera2D", () => new Camera2DSample(this)), new SampleMetadata("Viewport Adapters", () => new ViewportAdaptersSample(this)), new SampleMetadata("Tiled Maps", () => new TiledMapsSample(this)) } .OrderBy(i => i.Name) .ToArray(); _selectedIndex = 0; }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _bitmapFont = Content.Load<BitmapFont>("Fonts/courier-new-32"); _tiledMap = Content.Load<TiledMap>("level01"); var fireballTexture = Content.Load<Texture2D>("fireball"); var spriteSheetAtlas = TextureAtlas.Create(fireballTexture, 512, 197); _sprite = new Sprite(spriteSheetAtlas.First()) { Position = new Vector2(850, 200), Scale = new Vector2(0.5f) }; _spriteAnimator = new SpriteAnimator(_sprite, spriteSheetAtlas, 15); var zombieSheet = Content.Load<TextureAtlas>("zombie-atlas"); _zombie = new Zombie(zombieSheet) { Position = new Vector2(300, 900) }; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { var builder = new ContainerBuilder(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); builder.RegisterInstance(spriteBatch); world = new World(new Vector2(0.0f, 0.0f)); builder.RegisterInstance(world); builder.RegisterInstance(Content); builder.RegisterType<SpriteFactory>().SingleInstance(); builder.RegisterType<LevelOne>(); container = builder.Build(); // setup camera view = Matrix.Identity; camera = Vector2.Zero; bitmapFontConsolas16 = Content.Load<BitmapFont>("Fonts/consolas_16"); currentScene = container.Resolve<LevelOne>(); debugBoxVertices = new[] { new VertexPositionColor(new Vector3(0, 0, 0), Color.White), new VertexPositionColor(new Vector3(ViewConst.Width, ViewConst.Height, 0), Color.White), new VertexPositionColor(new Vector3(ViewConst.Width, 0, 0), Color.White), new VertexPositionColor(new Vector3(0, ViewConst.Height, 0), Color.White) }; debugBasicEffect = new BasicEffect(GraphicsDevice); debugBasicEffect.World = Matrix.CreateOrthographicOffCenter(0, ViewConst.Width, ViewConst.Height, 0, 0, 1); }
/// <summary> /// Vincula el contenido a campos de clase /// </summary> protected override void InitializeContent () { font = Screen.Content.GetContent<BitmapFont> (UseFont); }
/// <summary> /// Adds a string to a batch of sprites for rendering using the specified font, text, position, color, /// and width (in pixels) where to wrap the text at. The text is drawn on layer 0f. /// </summary> /// <param name="spriteBatch"></param> /// <param name="font">A font for displaying text.</param> /// <param name="text">The text message to display.</param> /// <param name="position">The location (in screen coordinates) to draw the text.</param> /// <param name="color"> /// The <see cref="Color" /> to tint a sprite. Use <see cref="Color.White" /> for full color with no /// tinting. /// </param> /// <param name="wrapWidth">The width (in pixels) where to wrap the text at.</param> public static void DrawString(this SpriteBatch spriteBatch, BitmapFont font, string text, Vector2 position, Color color) { DrawString(spriteBatch, font, text, position, color, rotation: 0, origin: Vector2.Zero, scale: Vector2.One, effect: SpriteEffects.None, layerDepth: 0); }
/// <summary> /// Adds a string to a batch of sprites for rendering using the specified font, text, position, color, rotation, /// origin, scale, effects and layer. /// </summary> /// <param name="spriteBatch"></param> /// <param name="font">A font for displaying text.</param> /// <param name="text">The text message to display.</param> /// <param name="position">The location (in screen coordinates) to draw the text.</param> /// <param name="color"> /// The <see cref="Color" /> to tint a sprite. Use <see cref="Color.White" /> for full color with no /// tinting. /// </param> /// <param name="rotation">Specifies the angle (in radians) to rotate the text about its origin.</param> /// <param name="origin">The origin for each letter; the default is (0,0) which represents the upper-left corner.</param> /// <param name="scale">Scale factor.</param> /// <param name="effect">Effects to apply.</param> /// <param name="layerDepth"> /// The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. /// Use SpriteSortMode if you want sprites to be sorted during drawing. /// </param> public static void DrawString(this SpriteBatch spriteBatch, BitmapFont font, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effect, float layerDepth) { DrawString(spriteBatch, font, text, position, color, rotation, origin, new Vector2(scale, scale), effect, layerDepth); }
public Label(string text, Vector2 position) { Position = position; _text = text; _font = GameLoop.GlobalContent.Load<BitmapFont>("Fonts/pressStart2P"); }
public static void DrawString(this SpriteBatch spriteBatch, BitmapFont font, StringBuilder text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effect, float layerDepth, Rectangle?clippingRectangle = null) { DrawString(spriteBatch, font, text, position, color, rotation, origin, new Vector2(scale, scale), effect, layerDepth, clippingRectangle); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { IsFixedTimeStep = true; _gameServer = new GameServer(this); _gameServer.Start(); _lineTexture = new Texture2D(GraphicsDevice, 1, 1); _lineTexture.SetData<Color>( new Color[] { Color.White });// fill the texture with white // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var viewMap = Content.Load<TiledMap>("new_map"); _mapEntity = ObjectMapper.CreateEntityById(); var mapComponent = new MapComponent(); mapComponent.Map = viewMap; mapComponent.Device = GraphicsDevice; mapComponent.Texture = Content.Load<Texture2D>("roguelikeSheet_transparent"); _mapEntity.AddComponent(mapComponent); var mapData = (MapData)ObjectMapper.Create((uint)_mapEntity.UniqueId, typeof(MapData)); mapData.Load(_gameServer, viewMap); _font = Content.Load<BitmapFont>("hack_font"); }
/// <summary> /// </summary> /// <param name="font">Fuente del texto</param> /// <param name="texturaIcon">Textura del icono</param> /// <param name="str">Texto</param> /// <param name="colorTexto">Color del texto.</param> /// <param name="colorIcon">Color del icon.</param> public IconTextEntry (BitmapFont font, Texture2D texturaIcon, string str, Color colorTexto, Color colorIcon) { Font = font; TexturaIcon = texturaIcon; Str = str; Tamaño = new Point (Font.LineHeight, 24); ColorTexto = colorTexto; ColorIcon = colorIcon; }
/// <summary> /// Adds a string to a batch of sprites for rendering using the specified font, text, position, color, layer, /// and width (in pixels) where to wrap the text at. /// </summary> /// <remarks> /// <see cref="BitmapFont" /> objects are loaded from the Content Manager. See the <see cref="BitmapFont" /> class for /// more information. /// Before any calls to <see cref="DrawString" /> you must call <see cref="SpriteBatch.Begin" />. Once all calls to /// <see cref="DrawString" /> are complete, call <see cref="SpriteBatch.End" />. /// Use a newline character (\n) to draw more than one line of text. /// </remarks> /// <param name="spriteBatch"></param> /// <param name="font">A font for displaying text.</param> /// <param name="text">The text message to display.</param> /// <param name="position">The location (in screen coordinates) to draw the text.</param> /// <param name="color"> /// The <see cref="Color" /> to tint a sprite. Use <see cref="Color.White" /> for full color with no /// tinting. /// </param> /// <param name="layerDepth"> /// The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. /// Use SpriteSortMode if you want sprites to be sorted during drawing. /// </param> /// <param name="clippingRectangle">Clips the boundaries of the text so that it's not drawn outside the clipping rectangle</param> public static void DrawString(this SpriteBatch spriteBatch, BitmapFont font, string text, Vector2 position, Color color, float layerDepth, Rectangle?clippingRectangle = null) { DrawString(spriteBatch, font, text, position, color, rotation: 0, origin: Vector2.Zero, scale: Vector2.One, effect: SpriteEffects.None, layerDepth: layerDepth, clippingRectangle: clippingRectangle); }
public StringBuilderGlyphEnumerable(BitmapFont font, StringBuilder text, Point2?position) { _enumerator = new StringBuilderGlyphEnumerator(font, text, position); }