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Microsoft XNA Game Studio 3.0 : Text and Computers

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7/14/2011 4:22:35 PM
XNA programs are capable of drawing very high-resolution images, and you can use this ability to display text.

1. Text as a Resource

Before you can start drawing text on the Xbox, you need to understand just how computers manage character designs. The design of the shape of the characters is described in a font file. Microsoft Windows provides a very large number of these font files. The shape of the text that you are reading now is described in a font called "Segoe." Windows also provides a font called "Arial,"  and "Courier New," used here for program listings.

The font file gives the shape of each of the characters. When a character shape is needed for either printing on paper or drawing on the screen, the font data is used to draw this shape at the required size. To get an XNA program to display text in a particular font, you need to add a reference to that font file to the program project. You then use the XNA Content Management System to bring the font into the program for use when you want to draw text.

2. Creating the XNA Clock Project

You create the project (called BigClock) using the New Project dialog box as you’ve done for all your previous projects. Note that the Create Directory For Solution option is selected in this dialog box. Whenever you create a project, you should ensure that this option is selected.

3. Adding a Font Resource

Figure 1 shows how to add a new resource to a game project. In Solution Explorer, right-click the Content item in the BigClock project, then select Add, New Item.

Figure 1. Adding a new item


You can add a number of different kinds of new items to a project. Figure 2 shows the dialog box that lets you select the kind of item you wish to add.

Figure 2. Selecting a new item


The range of items that you can add to your project depends on how many other Microsoft Visual Studio components you have installed. You might have more items available than those shown in Figure 2. If you select the Sprite Font item, you can create a sprite font reference. When you do this, you find that XNA Game Studio has filled in the Name information at the bottom of the dialog box with SpriteFont1.spritefont. This is the name that you use within your program to refer to this item of font content. We are going to use this for now, but in later games, you might want to change it to a name that has a bit more meaning.

When Visual Studio builds the BigClock project, it reads an existing font on your Windows PC to build the SpriteFont that is used when the game runs. When a new font resource is created, it is initially set to use a font called Kootenay, which is supplied with XNA Game Studio.

You can use a different font if you want, but if the name you give does not match a font that’s installed on your computer, you won’t be able to build your program because the Content Manager will be unable to find the requested item.

You can have more than one font in your game if required, but you need to add each font that you want to use as another resource. Remember, though, that adding extra fonts makes your output program bigger because the character designs need to be made part of the program. The name that you give must match a font available on the computer that’s being used to build the game because the XNA Content Manager uses the font file on the host computer to build the sprite design for use in your XNA program.

Figure 3 shows the font item in Solution Explorer in XNA Game Studio as added to the project. If you select this item in Solution Explorer and open it by double-clicking it, you can see that it’s a file describing the font that’s to be used in your program.

Figure 3. The font reference in the BigClock project



Note:

It’s important you understand what’s happening here. When you add a resource to a project, you simply add a reference to the item that you want to use. You can think of the reference as an item on a shopping list. Just like an item on a shopping list would remind you to buy a new toothbrush the next time you were shopping, a resource reference tells the Content Manager that a certain resource must be fetched when the program is to be built.


When the project is built, the Content Manager follows the reference to the required item and then adds it to the program that’s being built. The purpose of the resource information is to tell the Content Manager what to retrieve and how to use the resource in the project.

This reference file is not written in C#, nor is it plain text. It’s written in a format called Extensible Markup Language (XML).

3.1. The XML File Format

A markup language is used to describe things. It contains the names of these things and information about them. As its name indicates, XML is extensible, so you can use it to describe just about anything. As an example, a snippet of XML that describes a high score might look as follows:

<?xml version="1.0" encoding="us-ascii" ?>
<highscore game="Breakout">
<playername>Rob Miles</playername>
<score>1500</score>
</highscore>

This high score information is for the Breakout game; it shows the name of the player and the score the player reached. The format of the lines and the way that the open bracket (<) and close bracket (>) characters are used to denote the names of the values and the values themselves are defined in the XML standard. The first line of the snippet identifies which version of XML you’re using for the rest of the data. The nice thing about XML is that it’s easy for non-computers to understand the content, and it’s a very well-established way in which computer software can exchange information.

In the case of your font, the XML tells the Content Manager the name of the font to fetch, the size of the font, whether it’s to be drawn as bold or italic, and other font-related information. You don’t need to worry too much about what’s in this file at the moment, but you can take a look if you wish. Later, you’ll edit the content of this file to change the size of the characters that are drawn.

4. Loading a Font

The Content Manager fetches a font and make it available for use in a very similar way to the images that you’ve used before. Each character design is delivered to your program as a little image that the Draw method displays on the screen. For your clock, the game world consists of a variable called font, which is of type SpriteFont. This holds a reference to the font the program will have loaded. SpriteFont is another XNA type (there are many more). Your SpriteFont will hold information about a font that the Content Manager loads for you. You can declare the variable for the game world as follows:

// Game World
SpriteFont font;

The font can be loaded in the LoadContent method:

protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);

font = Content.Load<SpriteFont>("SpriteFont1");
}

At this point, you might be experiencing déjà vu or at least think you’ve seen this code before. The pattern is the same as when you loaded your images, and even the name of the method is the same. However, this time you’re using the generic Load method to fetch a SpriteFont rather than a Texture2D element. There is some strong programming magic at work here, but fortunately you don’t need to worry about this at the moment; all you need to know is that the Load method gets whatever type it is asked to fetch. Later, you’ll create some games that contain textures, fonts, and sounds, and for each type, the Load method behaves in an appropriate manner.

5. Drawing with a Font

Now that you have your font, you can draw with it. Remember that when you used the textures in this article, you used a Rectangle to tell the Draw method where to place the texture. However, when drawing text, you don’t do this. Instead, you use a vector, which tells the Draw method where on the screen to start. "Vector" is a fancy word that means "direction and distance." You’re using the 2-D (x and y value) version of the vector. Games that work in 3-D space use values of x, y, and z (where z is the depth value).

A 2-D vector is given as two coordinates: the x value and the y value. It’s a bit like a treasure map that pirates used. A pirate would say, "Start ye at the Old Oak Tree and take ye twenty paces East and thirty paces South, and there ye shall find my treasure chest." The vector says, "Start at the origin and move 20 units across and 30 units down." If you think about it, this means that a vector indeed specifies a direction so that a very smart pirate could work out that she could "cut corners" and get to the treasure more quickly by moving in the appropriate direction. Figure 4 shows how this would work, with a line showing the direct path to Blackbeard’s treasure.

Figure 4. Vectors and directions to a pirate treasure


In a text-drawing program, you’re using a vector like a coordinate in that it specifies the top left corner of the text you’re about to draw. You feed it into the DrawText method as follows:

protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

Vector2 textVector = new Vector2(20, 30);

spriteBatch.Begin();
spriteBatch.DrawString(font, "Hello World", textVector, Color.Red);
spriteBatch.End();

base.Draw(gameTime);
}

You’ve placed the top left corner of the text at the spot 20 pixels across the screen and 30 pixels down. The text that you’re writing is the famous string "Hello World," which is, by one of the laws of the universe, what your first program that prints text should say. In a C# program, you enter a string as a sequence of characters enclosed in double quotation marks. You’re printing the text in Red. If you run this program, you get the display shown in Figure 5.

Figure 5. "Hello World" on the big screen


Although it is perfectly okay to make your first program print something other than "Hello World," I take no responsibility for any misfortune that you suffer as a result of offending the programming gods in this way.


6. Changing the Font Properties

The program works all right, but you really wanted something larger than this small text. It is possible to scale text sprites, but at the moment it’s easiest to get larger text simply by changing the XML in the SpriteFont resource file. This also means that if anybody asks you what you were doing today, you can say, "Oh, I hand-coded some XML," which should impress them a bit. To get hold of the file that describes the font, open it by double-clicking it in Solution Explorer for the BigClock project. Figure 5-6 shows which item to select.

Figure 6. Selecting the Arial SpriteFont resource


The left window in XNA Game Studio changes to show you the XML that describes the font to be loaded. The font and the size of the text are set as shown here:

<!--
Modify this string to change the font that will be imported.
-->
<FontName>Kootenay</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>

You can change the name of the font that you want to use and the size of the font by adjusting the items shown in bold in this code. You can also adjust the style and the spacing between letters. You can change FontName to select any font installed on your computer (but personally, I really like Kootenay). Use Control Panel on your Windows operating system to find out what fonts are available. Make sure you type the name correctly, including spaces and capital letters. You need to adjust the font size depending on the font design that you select. I’ve found that a font size of 100 gives nice large text using the Kootenay font on an Xbox or a Windows PC screen. If you are using a Zune a size of 25 works well.

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