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iphone - 如何获得塞尔达文字效果?

转载 作者:行者123 更新时间:2023-12-03 20:24:49 25 4
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我在 iPhone 上有一个基于 2D 图 block 的 OpenGL ES 小型游戏,当与游戏中的角色交谈时,屏幕上会出现一个对话框。我想知道如何逐渐显示文本(位图字体),而不是一次显示整个字符串,但是,他们在塞尔达游戏中如何做到这一点,一个字母一个字母地用小命令提示符看起来下划线引导文本......是吗有人知道我在说什么吗?

附注- 我目前使用一种名为 -drawStringAtPoint (AngelCode 位图字体库)的方法通过位图字体在屏幕上显示我的字符串。但我不知道如何做多行或一点一点地显示文本......

//From AngelCodeFont.m

// Changed 07/05/09 to add kerning
- (void)drawStringAt:(CGPoint)point text:(NSString*)text {

// TODO: Add error if string is too long using NSASSERT
//NSAssert(1>0, @"WARNING: Text to be rendered is too long");

// Reset the number of quads which are going to be drawn
int currentQuad = 0;

// Enable those states necessary to draw with textures and allow blending
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);

// Setup how the text is to be blended
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

// Bind to the texture which was generated for the spritesheet image used for this font. We only
// need to bind once before the drawing as all characters are on the same texture.
if([[image texture] name] != [_director currentlyBoundTexture]) {
[_director setCurrentlyBoundTexture:[[image texture] name]];
glBindTexture(GL_TEXTURE_2D, [[image texture] name]);
}

// Set up the previous character and kerning amount vars
unichar previousChar = -1;
int kerningAmount = 0;

// Loop through all the characters in the text
for(int i=0; i<[text length]; i++) {

// Grab the unicode value of the current character
unichar charID = [text characterAtIndex:i];

// Look up the kerning information for the previous char and this current char
kerningAmount = [self kerningAmountForFirst:previousChar second:charID];

// Move x based on the kerning info
point.x += kerningAmount * scale;

// Only render the current character if it is going to be visible otherwise move the variables such as currentQuad and point.x
// as normal but don't render the character which should save some cycles
if(point.x > 0 - ([charsArray[charID] width] * scale) || point.x < [[UIScreen mainScreen] bounds].size.width || point.y > 0 - ([charsArray[charID] height] * scale) || point.y < [[UIScreen mainScreen] bounds].size.height) {

// Using the current x and y, calculate the correct position of the character using the x and y offsets for each character.
// This will cause the characters to all sit on the line correctly with tails below the line etc.
CGPoint newPoint = CGPointMake(point.x,
point.y - ([charsArray[charID] yOffset] + [charsArray[charID] height]) * [charsArray[charID] scale]);

// Create a point into the bitmap font spritesheet using the coords read from the control file for this character
CGPoint pointOffset = CGPointMake([charsArray[charID] x], [charsArray[charID] y]);

// Calculate the texture coordinates and quad vertices for the current character
[[charsArray[charID] image] calculateTexCoordsAtOffset:pointOffset subImageWidth:[charsArray[charID] width] subImageHeight:[charsArray[charID] height]];
[[charsArray[charID] image] calculateVerticesAtPoint:newPoint subImageWidth:[charsArray[charID] width] subImageHeight:[charsArray[charID] height] centerOfImage:NO];

// Place the calculated texture coordinates and quad vertices into the arrays we will use when drawing our string
texCoords[currentQuad] = *[[charsArray[charID] image] textureCoordinates];
vertices[currentQuad] = *[[charsArray[charID] image] vertices];

// Increment the Quad count
currentQuad++;
}

// Move x based on the amount to advance for the current char
point.x += [charsArray[charID] xAdvance] * scale;

// Store the character just processed as the previous char for looking up any kerning info
previousChar = charID;
}

// Now that we have calculated all the quads and textures for the string we are drawing we can draw them all
glVertexPointer(2, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glColor4f(colourFilter.red, colourFilter.green, colourFilter.blue, colourFilter.alpha * [_director globalAlpha]);
glDrawElements(GL_TRIANGLES, currentQuad*6, GL_UNSIGNED_SHORT, indices);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}

最佳答案

只需多次绘制文本,每次在字符串中多包含一个字符。

在伪代码中:

n = string length
for i=0 to n-1 {
draw_text(substring from 0 to i + the underscore character)
wait a couple of milliseconds
}
draw_text(entire string without the underscore character)

显然,等待“几毫秒”自然会让一切停止,因此这必须在单独的线程中发生,或者作为游戏循环中的滴答声发生。

关于iphone - 如何获得塞尔达文字效果?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/1537072/

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