generate barcode c# Part II Images, Sound, and Text in VS .NET

Drawing Quick Response Code in VS .NET Part II Images, Sound, and Text

Part II Images, Sound, and Text
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Sample Code: Jake Color Nerve The samp e project n the 03 Image Co or Nerve d rectory
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n the resources for th s chapter s a vers on of Co or Nerve that uses the p cture of Jake
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You can use the same principle to make a picture mood light; this works especially well if you use a black-and-white image or one with really strong colors in it. You can also make a picture recognition game here, where the aim of the game is to be the first one to recognize a picture as you slowly make it brighter. Sample Code: Image MoodLight The samp e project n the 04 Image MoodL ght d rectory
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n the resources for th s chapter s a vers on of the u t mate mood ght that uses an mage background The mage conta ns a pattern of b ocks of d fferent co ors One nterest ng cha enge s to try to work out wh ch of the b ocks s wh te (on y one of them s)
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Conclusion
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You have learned a lot in this chapter. You ve seen how you can add graphical resources to XNA projects and use them in your game programs. You ve also found out how images are positioned and drawn on the screen in XNA.
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Review Questions
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Just in case you thought you were having too much fun, here s a chapter review to bring you back down to earth. You can look up the answers in Appendix A. 1. The C# compiler manages images. 2. In an XNA program, an image can be held in a texture. 3. XNA uses the LoadContent method to load the graphics images onto the display. 4. A sprite is a small, pixie-like creature who lives with the fairies. 5. The SpriteBatch class is used to batch up sprites before they are drawn. 6. There is no need to add any code to the Initialize method to make an XNA game work. 7. A Rectangle has a Width field that specifies how wide it is. 8. The XNA system can store only one image at a time. 9. A pixel is a measure of screen size. 10. The origin of the XNA drawing operations is the top left corner of the display area. 11. PNG images would be good for background images in a game. 12. It is impossible to find out how wide the screen is from an XNA game program.
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5
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Writing Text
In this chapter, you will
Discover how text is drawn using Microsoft XNA. Add some font resources to your XNA program. Draw some funky text. Create the biggest clock you ve ever seen. Find out how to fake 3-D images.
Introduction
Your programming skills are really coming along. Your programs can store different kinds of numbers, do things with them, and even make decisions. You also know how to add image assets to your games and place them on the screen. In this chapter you find out how to use some XNA features to make your games even better. Then you can move on to create fully formed games. The first thing you want to do is add some text output so that your games can talk to the players.
Program Project: Giant Clock
The Xbox, the Windows Phone, and the PC each has a clock inside, so each device always knows the date and time. You can use this feature to turn the entire display into a digital clock.
Text and Computers
In the early days of computers, the appearance of text that you could print was limited by the shapes built into a mechanical printer. Later, dot-matrix, laser, and inkjet printers came along, giving high-resolution graphical displays that could draw any character design you wanted. XNA programs are capable of drawing very high-resolution images, and you can use this ability to display text.
Part II Images, Sound, and Text
Text as a Resource
Before you can start drawing text using XNA, 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. 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.
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