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:https://www.xnadevelop.com/ios/use-chinese-in-monogame/
2.预编译xnb方式使用中文:https://www.xnadevelop.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: