iphone - 如何获得塞尔达文字效果?

标签 iphone c

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/

相关文章:

jquery - iPhone 上的 Safari 在页面右侧添加了一个黑色空间,重点放在输入和设备从水平旋转到垂直

iphone - 删除超过 2 个尾随零

iphone - 找不到 Availability.h、UIKit.h 等

iphone - 使用 OpenGLES 抗锯齿去除绳索的锯齿状边缘

c - 获取超出范围的数组元素的地址是未定义的行为吗?

memcpy() 上的 c 段错误

iphone - openCV CvSVM::save为iPhone生成太大的文件

c - 从循环中调用的函数中跳出循环

c - 尽管在程序中根本没有使用指针,但仍出现 "expression must have pointer to object type"错误

c++ - opencv houghCircles ( .... ?PARAM1?, ?PARAM2?)