字符生成图片的方式在MonoGame或XNA中使用中文
MonoGame,XNA以及FNA在使用中文时比较麻烦,在之前我写过两种方式:
1.资源文件方式使用中文:http://www.xnadev.com/ios/use-chinese-in-monogame/
2.预编译xnb方式使用中文:http://www.xnadev.com/ios/monogame-character-support-simplification-tool/
下面介绍另一种方式:任意字符生成图片的方式使用中文
注意:本方法使用可在windows下运行
定义Texture2D来存储字符生成的图片
Texture2D textTexture2D;
引用 System.Drawing.dll
在【LoadContent()】方法中将中文字符转换成Texture2D
string str = "使用monogame开发跨平台游戏";
Graphics g = Graphics.FromImage(new Bitmap(1, 1));
Font font = new Font("宋体", 20);
SizeF sizeF = g.MeasureString(str, font); //测量出字体的高度和宽度
Brush brush; //笔刷,颜色
brush = Brushes.Lime;
PointF pf = new PointF(0, 0);
Bitmap img = new Bitmap(Convert.ToInt32(sizeF.Width), Convert.ToInt32(sizeF.Height));
g = Graphics.FromImage(img);
g.DrawString(str, font, brush, pf);
//将字符转换成Texture2D
MemoryStream ms = new MemoryStream();
img.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
textTexture2D=Texture2D.FromStream(graphics.GraphicsDevice, ms);
在【 Draw(GameTime gameTime)】方法中绘制
spriteBatch.Begin(); spriteBatch.Draw(textTexture2D, Vector2.Zero, Microsoft.Xna.Framework.Color.White); spriteBatch.End();
完整代码如下:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Drawing;
using System.IO;
namespace Font2ImageGame
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D textTexture2D;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// 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.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <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);
string str = "使用monogame开发跨平台游戏";
Graphics g = Graphics.FromImage(new Bitmap(1, 1));
Font font = new Font("宋体", 20);
SizeF sizeF = g.MeasureString(str, font); //测量出字体的高度和宽度
Brush brush; //笔刷,颜色
brush = Brushes.Lime;
PointF pf = new PointF(0, 0);
Bitmap img = new Bitmap(Convert.ToInt32(sizeF.Width), Convert.ToInt32(sizeF.Height));
g = Graphics.FromImage(img);
g.DrawString(str, font, brush, pf);
//将字符转换成Texture2D
MemoryStream ms = new MemoryStream();
img.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
textTexture2D=Texture2D.FromStream(graphics.GraphicsDevice, ms);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(textTexture2D, Vector2.Zero, Microsoft.Xna.Framework.Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
运行结果: