So here's what we need..
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
This allows us do draw and load content into the game..
At the top of your class, declare a spriteFont..
so add this line..
SpriteFont font;
spritefont is the datatype of font configs..
now let's add a spriteFont into the project..
[At your game content, Right Click > add> New item > Spritefont > name it font]
If you open the spriteFont file, you'll see some settings.
You can change the font to use , size, style etc at the spritefont file..
So now at your game.cs
Lets load the font with the spritefont file.
At your load content add this line
font = Content.Load<SpriteFont>("font");
and inside your spritebatch Begin and End, add this line..
spriteBatch.DrawString(font, "HELLO WORLD!", new Vector2(100, 100), Color.White);
so, spritebatch also allows us to draw string..
the format is (the font to use, the string, the position and the color of the text)
so we set the string to x=100,y=100
Run the GAME, and see
SOURCE CODE
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texture;
Vector2 texturePosition = Vector2.Zero;
KeyboardState currentKeyboardState, oldKeyboardState;
SpriteFont font;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
texture = Content.Load<Texture2D>("test");
texturePosition = new Vector2(100, 100);
font = Content.Load<SpriteFont>("font");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
currentKeyboardState = Keyboard.GetState();
if (currentKeyboardState.IsKeyDown(Keys.Up) && oldKeyboardState.IsKeyDown(Keys.Up))
{
texturePosition.Y -= 10;
}
if (currentKeyboardState.IsKeyDown(Keys.Right) && oldKeyboardState.IsKeyDown(Keys.Right))
{
texturePosition.X += 10;
}
if (currentKeyboardState.IsKeyDown(Keys.Left) && oldKeyboardState.IsKeyDown(Keys.Left))
{
texturePosition.X -= 10;
}
if (currentKeyboardState.IsKeyDown(Keys.Down) && oldKeyboardState.IsKeyDown(Keys.Down))
{
texturePosition.Y += 10;
}
if (currentKeyboardState.IsKeyUp(Keys.O) && oldKeyboardState.IsKeyDown(Keys.O))
{
texturePosition = new Vector2(100, 100);
}
oldKeyboardState = currentKeyboardState;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(texture, texturePosition, Color.White);
spriteBatch.DrawString(font, "HELLO WORLD!", new Vector2(100, 100), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}