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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Adding text fields


I'm generally a big fan of having as few text fields in an application as possible, and this holds doubly true for a game but there are some occasions when receiving some sort of textual information from the player is required so in these regrettable occasions, a textbox or field may be an appropriate choice.

Unfortunately, a premade textbox isn't always available to us on any given gaming project, so sometimes we must create our own.

Getting ready

This recipe only relies upon the presence of a single SpriteFont file referring to any font at any desired size.

How to do it...

To start adding textboxes to your own games:

  1. 1. Add a SpriteFont to the solution named Text:

    <?xml version="1.0" encoding="utf-8"?>
    <XnaContent xmlns:Graphics=
    "Microsoft.Xna.Framework.Content.Pipeline.Graphics">
    <Asset Type="Graphics:FontDescription">
    <FontName>Segoe UI Mono</FontName>
    <Size>28</Size>
    <Spacing>0</Spacing>
    <UseKerning>true&lt...
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