using System;
using Microsoft.Xna;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Microsoft.Xna.Samples.SpriteFont
{
///
/// This is the main type for your game
///
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Microsoft.Xna.Framework.Graphics.SpriteFont font;
float rotation;
Vector2 textSize;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
}
///
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
///
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
///
/// LoadContent will be called once per game and is the place to load
/// all of your content.
///
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load("SpriteFont1");
textSize = font.MeasureString("MonoGame");
textSize = new Vector2(textSize.X/2,textSize.Y/2);
}
///
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
///
/// Provides a snapshot of timing values.
protected override void Update(GameTime gameTime)
{
// TODO: Add your update logic here
rotation += 0.1f;
if (rotation > MathHelper.TwoPi) {
rotation = 0.0f;
}
base.Update(gameTime);
}
///
/// This is called when the game should draw itself.
///
/// Provides a snapshot of timing values.
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.DrawString(font,"MonoGame",new Vector2(101,99),Color.Black);
spriteBatch.DrawString(font,"MonoGame",new Vector2(101,101),Color.Black);
spriteBatch.DrawString(font,"MonoGame",new Vector2(99,99),Color.Black);
spriteBatch.DrawString(font,"MonoGame",new Vector2(99,101),Color.Black);
spriteBatch.DrawString(font,"MonoGame",new Vector2(100,100),Color.White);
spriteBatch.DrawString(font,"MonoGame", new Vector2(100, 100),Color.Yellow, MathHelper.PiOver2, Vector2.Zero, 1.0f,SpriteEffects.None, 1);
spriteBatch.DrawString(font,"MonoGame", new Vector2(100, 100), Color.Yellow, MathHelper.PiOver4, Vector2.Zero, 1.0f, SpriteEffects.None, 1);
spriteBatch.DrawString(font,"MonoGame", new Vector2(160, 340),Color.Red, rotation, textSize, 1.0f,SpriteEffects.None, 1);
spriteBatch.End();
base.Draw(gameTime);
}
}
}