FIGURE 5-14 Creat ng a shadow us ng transparent co ors. in VS .NET

Printing QR-Code in VS .NET FIGURE 5-14 Creat ng a shadow us ng transparent co ors.

FIGURE 5-14 Creat ng a shadow us ng transparent co ors.
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This works rather well in that the text is nicely blurred around the edges, as a shadow would be. Now you know one way video games achieve blur. They can do it by repeatedly drawing the same scene in slightly different positions. The next part of the drawing process uses the same technique you ve used before, except that you use slightly different colors. The complete drawing method follows.
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5
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protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); DateTime nowDateTime = DateTime.Now; string nowString = nowDateTime.ToLongTimeString(); Vector2 nowVector = new Vector2(50, 500); int layer; spriteBatch.Begin(); // Draw the shadow Color nowColor = new Color(0, 0, 0, 20); for (layer = 0; layer < 10; layer++) { spriteBatch.DrawString(font, nowString, nowVector, nowColor); nowVector.X++; nowVector.Y++; } // Draw the solid part of the characters nowColor = Color.Gray; for (layer = 0; layer < 5; layer++) { spriteBatch.DrawString(font, nowString, nowVector, nowColor); nowVector.X++; nowVector.Y++; } // Draw the top of the characters spriteBatch.DrawString(font, nowString, nowVector, Color.White); spriteBatch.End(); base.Draw(gameTime); }
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This produces the display shown in Figure 5-13. Sample Code: 3-D Shadow Clocks The samp e project n the 04 3D Shadow C ock d rectory
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n the resources for th s chapter conta ns an XNA Game Stud o so ut on that shows the 3-D t me over a b ue background If you want to draw the t me over a p cture, you can take a ook at the so ut on n the 05 3D P cture C ock d rectory, wh ch draws the same c ock over a p cture of Jake F na y, f you want to see the t me over your mood ght, ook at the so ut on n the 06 3D C ock MoodL ght d rectory
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Something else that s useful is that if you draw an image using a color that has a transparency value, the image is drawn transparently. This is how game programmers get pictures to fade slowly onto the screen. The image is repeatedly drawn with different levels of transparency to make it slowly appear over a background.
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Part II Images, Sound, and Text
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Conclusion
In this chapter, you ve learned how to add font resources to your programs. You ve also gained a bit of insight into how 3-D effects can be created from 2-D images. You ve also seen how you can use the for loop construction to repeat code a particular number of times.
Review Questions
At the risk of being somewhat predictable, the chapter ends with another set of true-false problems. 1. A font describes the color of the text to be printed. 2. An XNA game can use only one font to draw text. 3. The Content Manager creates your fonts. 4. A resource in an XNA project is a reference to an item that must be included in the game file when the program is built. 5. XML stands for Xbox Machine Language and is used to design the font graphics. 6. A vector describes a direction and distance of movement. 7. The first program you write that can print should display Hello Mum . 8. The Xbox requires a network connection to load the date and time. 9. Dates and times are printed the same all over the world. 10. The DateTime structure holds the value of a particular date and time. 11. A property of an object cannot be used outside that object. 12. You can call the ToString method on an object to ask the object to supply a text description of itself. 13. A for loop construction always runs forever. 14. The C# code for (layer = 0; layer < 4; layer++) would repeat five times. 15. After a loop controlled by the C# code for (layer = 0; layer <= 10; layer++) has completed, the value in layer would be 10. 16. The C# code for (layer = 4; layer < 0; layer++) would repeat zero times. 17. The C# code for (layer = 4; layer > 0; layer++) would repeat infinite times. 18. Colors can be made transparent.
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