我在玩XNA,我已经到了需要加载字体的地方了。很简单,对吧?
Font1 = Content.Load<SpriteFont>("Arial");是我用来加载字体的代码。
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start> </Start>
<End>~</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>是我使用的spritefont文件。它位于Content/Arial.spritefont。
无论我选择哪种字体,它都无法加载该字体。
Error loading "Arial". File not found.发布于 2011-02-18 21:23:22
如果您正在设置内容根目录(此行是默认模板的一部分),则您发布的代码看起来没有问题:
Content.RootDirectory = "Content";假设您已经正确地将.spritefont文件添加到您的内容项目中,并且它正在正确地构建。检查是否在可执行文件旁边的Content目录中创建了一个Arial.xnb文件(使用bin/Debug或bin/Release,取决于构建目标)。
如果您仍然有问题,请尝试创建一个新的XNA项目,看看是否可以在其中使用字体。
发布于 2012-12-05 16:47:04
为什么不使用SpriteFont纹理,在一个单独的图像中包含所有字母。这样你就可以显示其他电脑没有的字体了。只需记住在将纹理添加到项目中后将ContentProcessor更改为Font Txture。
SpriteFont Editor
Some Tutorial
发布于 2011-10-09 05:19:14
请确保将内容项目作为内容引用添加到主项目中。右键单击您的项目并选择“添加内容引用”。然后,只需选择列出的内容项目。这将确保您的内容被实际复制。
https://stackoverflow.com/questions/5041457
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