XNA C# HUD SpriteFont

本文关键字:SpriteFont HUD XNA | 更新日期: 2023-09-27 18:10:08

我在我的HUD中添加了一个SpriteFont,结果如下:

http://i557.photobucket.com/albums/ss13/kookehmonsters/dev/untitled - 1. - png

所有这些白点都来自我的相机平移和文字。这是怎么呢

        Label displayName = new Label();
        displayName.Text = "DisplayName";
        displayName.Size = displayName.SpriteFont.MeasureString(displayName.Text);
        displayName.Position = new Vector2((int)player.Camera.Position.X, (int)player.Camera.Position.Y);
        ControlManager.Add(displayName);
        ControlManager.Draw(GameRef.SpriteBatch);

Label.cs

public class Label : Control
{
    public Label()
    {
        tabStop = false;
    }
    public override void Update(GameTime gameTime)
    {
    }
    public override void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.DrawString(SpriteFont, Text, Position, Color);
    }
    public override void HandleInput()
    {
    }
}

从GamePlayScreen.cs中更新方法

public override void Update(GameTime gameTime)
    {
        player.Update(gameTime);
        sprite.Update(gameTime);
        hud.Update(gameTime);
        if (InputHandler.KeyReleased(Keys.Add))
        {
            player.Camera.ZoomIn();
            if (player.Camera.CameraMode == CameraMode.Follow)
                player.Camera.LockToSprite(sprite);
        }
        else if (InputHandler.KeyReleased(Keys.Subtract))
        {
            player.Camera.ZoomOut();
            if (player.Camera.CameraMode == CameraMode.Follow)
                player.Camera.LockToSprite(sprite);
        }
        Vector2 motion = new Vector2();
        if (InputHandler.KeyDown(Keys.W))
        {
            sprite.CurrentAnimation = AnimationKey.Up;
            motion.Y = -1;
        }
        else if (InputHandler.KeyDown(Keys.S))
        {
            sprite.CurrentAnimation = AnimationKey.Down;
            motion.Y = 1;
        }
        if (InputHandler.KeyDown(Keys.A))
        {
            sprite.CurrentAnimation = AnimationKey.Up;
            motion.X = -1;
        }
        else if (InputHandler.KeyDown(Keys.D))
        {
            sprite.CurrentAnimation = AnimationKey.Down;
            motion.X = 1;
        }
        if (motion != Vector2.Zero)
        {
            sprite.IsAnimating = true;
            motion.Normalize();
            sprite.Position += motion * sprite.Speed;
            sprite.LockToMap();
            if (player.Camera.CameraMode == CameraMode.Follow)
                player.Camera.LockToSprite(sprite);
        }
        else
        {
            sprite.IsAnimating = false;
        }
        if (InputHandler.KeyReleased(Keys.F))
        {
            player.Camera.ToggleCameraMode();
            if (player.Camera.CameraMode == CameraMode.Follow)
                player.Camera.LockToSprite(sprite);
        }
        if (player.Camera.CameraMode != CameraMode.Follow)
        {
            if (InputHandler.KeyReleased(Keys.C))
            {
                player.Camera.LockToSprite(sprite);
            }
        }
        base.Update(gameTime);
    }

GamePlayScreen.cs的绘制方法

public override void Draw(GameTime gameTime)
    {
        GameRef.SpriteBatch.Begin(
            SpriteSortMode.Deferred,
            BlendState.AlphaBlend,
            SamplerState.PointClamp,
            null,
            null,
            null,
            player.Camera.Transformation);
        map.Draw(GameRef.SpriteBatch, player.Camera);
        sprite.Draw(gameTime, GameRef.SpriteBatch, player.Camera);
        hud.Draw(gameTime);
        base.Draw(gameTime);
        GameRef.SpriteBatch.End();
    }

XNA C# HUD SpriteFont

不要用摄像机变换来绘制hud,当然也不要用摄像机来更新hud的位置,因为它们现在是固定的。

public override void Draw(GameTime gameTime)
{
    GameRef.SpriteBatch.Begin(
        SpriteSortMode.Deferred,
        BlendState.AlphaBlend,
        SamplerState.PointClamp,
        null,
        null,
        null,
        player.Camera.Transformation);
    map.Draw(GameRef.SpriteBatch, player.Camera);
    sprite.Draw(gameTime, GameRef.SpriteBatch, player.Camera);
    base.Draw(gameTime);
    GameRef.SpriteBatch.End();
    GameRef.SpriteBatch.Begin();
    hud.Draw(gameTime);
    GameRef.SpriteBatch.End();
}