If you want to use a different font, just replace this name with the name of the font that you want to use. You will have to edit the file if you want to change the font, the size, or any of a number of other properties that it contains. Find out what you can do. The Pipeline Tool doesn't have an obvious way of editing this file, but it is a simple XML file, which can be edited with your favorite text editor. Click here to edit contents of this page.
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We use the spriteBatch. Right-click and choose Open With… 3. You can use any font that you have installed on your computer.
In this tutorial, we will make a game that draws some text on the screen. If you can't find the proof that a font can be legally reused in a commercial game, then you should assume it can't, and move on to a different font.
Since speed is almost always an issue, we want to be able to quickly draw our text, rather than having to spend vast amounts of computation cycles to determine what pixels should be lit up.
How to use SpriteFont in XNA
When you start selecting fonts to use, it is important to pay careful attention to copyrights and licensing. This is a great first step, but slritefont also draw a the current score of our game.
Watch headings for an "edit" link when available. Acquiring Fonts On a computer, fonts are generally defined mathematically, as opposed to being rendered as an image.
spritefoont In here, choose Spritefony Description from the list, and give it a name at the bottom. The only really new piece of information here is the middle line of code. There may be times where it will make sense to have multiple sprite fonts in your game for a single font family to account for different sizes, font faces, and character ranges.
We can now run our program and see our text being drawn. Arial is the default for MonoGame, primarily because it has a very permissive license and is found on virtually all platforms everywhere.
There are plenty of other font websites out there, so if dafont.
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If you want to discuss contents of this page - this is the easiest way to do it. The fourth and final parameter is the color of the text. Now let's load the font by adding the following line of code to the LoadContent method:.
You will have to edit the file if you want to change the font, the size, or any of a number of other properties that it contains. It should look like the screen capture below:. Now let's actually use the sprite font to draw.
How to use SpriteFont in XNA
We want to draw the word "Score", so that is what we put in. In MonoGame, we will work with a thing called sprite fonts. We have now seen how we can draw text in our game, which has many applications.
Now that we've got a sprite font in our content, let's go ahead and use it. Find MonoGame Pipeline Tool and select it.
If you already have a spriteBatch. DrawString font" Score "new Vector2, Color. Right-click on the Content node in the tree on the left or add a directory under it, where you want to place your new spitefont.
Note that there is a button in the toolbar that does this as well. The Pipeline Tool doesn't have an obvious way of editing this file, but it is a simple XML file, which can be edited with your favorite text editor. For many of the fonts that come with your computer, you may not have the rights to put it into a game and sell it commercially.
Click here to edit contents of this page. Overview In many games, there are times where we want to draw text on the screen, along with other image sprites, or 3D stuff.
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