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There is no unusual code in Listing 1 . However, if my memory serves me correctly, this is the first time in this series of modules that I have calledthe Content.Load method to load a resource other than an image.
The Game.Draw method begins in Listing 2 .
Listing 2 . Beginning of the overridden Game.Draw method.
protected override void Draw(GameTime gameTime) {
GraphicsDevice.Clear(Color.CornflowerBlue);spriteBatch.Begin();
// Draw Lindsey Fontstring output = "Lindsey Font";
// Find the center of the stringVector2 FontOrigin =
Font1.MeasureString(output) / 2;
There is nothing new or unusual in Listing 2 .
The remainder of the Game.Draw method is shown in Listing 3 .
Listing 3 . Remainder of the overridden Game.Draw method.
//Draw the string with the FontOrigin at the
// position specified by FontPos.spriteBatch.DrawString(
Font1,//font to useoutput,//output text
FontPos,//position re upper left cornerColor.LightGreen,//color of text
-45,//rotation of textFontOrigin,//place this at FontPos
2.5f,//scaleSpriteEffects.None,
0.5f);//z-order layerspriteBatch.End();
base.Draw(gameTime);}//end Draw method
There is nothing unusual in the code in Listing 3 . However, this is the first time in this series of modules that I have called the SpriteBatch.DrawString method.
There are several overloaded versions of the SpriteBatch.DrawString method. The different versions depend on the features provided by theparameters. The version called in Listing 3 is one of the most complex. Here is part of what the documentation has to say about this version of the DrawString method:
"Adds a mutable sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin,scale, and effects.
Parameters
Everything in this description is reasonably clear except for the description of the origin parameter so I will attempt to clarify it. The origin specifies a point within the text string relative to its upper leftcorner that will be drawn at the point in the game window specified by the position parameter.
That is probably all I need to say about the on-screen display of text. It's time to move on to an explanation of our simple game programnamed XNA0132Proj beginning with the Sprite class.
The Sprite class that I used in this program is very similar to the class that I explained in the previous module. Therefore, I won't have alot to say about the Sprite class in this module. A complete listing of the Sprite class is provided in Listing 13 near the end of the module.
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