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Spite: Eternal night

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I wrote a text renderer using glyphs, then creating a texture of all characters from a .ttf file. This includes all the information needed to change text size, font, etc. It was supposed to be used to explain abilities/what they do, but this feature has not been added yet.

I updated my sprite and sprite drawer by adding sprite batching, RECT, etc., to enhance my sprite's capabilities.

I then refactored the sprite drawer and sprites again since they needed to be changed.

I utilized DirectXTK for the new sprites and incorporated the necessary features such as RECT, position, scale, etc. This approach worked much better than my first sprite drawer, where I encountered a bug with my scaling.

Additionally, I implemented sprite batching for my sprites using the older version of the sprite drawer.

Main Menu
Spritebatching
Highlight

I explored a highlight effect using shaders by performing some calculations, which allowed for the color to be changed.

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