XNA doesn't have any methods which support circle drawing.
Normally when I had to draw circle, always with the same color, I just made image with that circle and then I could display it as a sprite.
But now the color of the circle is specified during runtime, any ideas how to deal with that?
You can simply make an image of a circle with a Transparent
background and the coloured part of the circle as White
. Then, when it comes to drawing the circles in the Draw()
method, select the tint as what you want it to be:
Texture2D circle = CreateCircle(100);
// Change Color.Red to the colour you want
spriteBatch.Draw(circle, new Vector2(30, 30), Color.Red);
Just for fun, here is the CreateCircle method:
public Texture2D CreateCircle(int radius)
{
int outerRadius = radius*2 + 2; // So circle doesn't go out of bounds
Texture2D texture = new Texture2D(GraphicsDevice, outerRadius, outerRadius);
Color[] data = new Color[outerRadius * outerRadius];
// Colour the entire texture transparent first.
for (int i = 0; i < data.Length; i++)
data[i] = Color.TransparentWhite;
// Work out the minimum step necessary using trigonometry + sine approximation.
double angleStep = 1f/radius;
for (double angle = 0; angle < Math.PI*2; angle += angleStep)
{
// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
int x = (int)Math.Round(radius + radius * Math.Cos(angle));
int y = (int)Math.Round(radius + radius * Math.Sin(angle));
data[y * outerRadius + x + 1] = Color.White;
}
texture.SetData(data);
return texture;
}
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