这是c#/XNA 4.0类的作业,不,我不是hwgrade僵尸。我想让你知道我问这个问题的具体情况,我做了多少"研究",我希望学习而不是得到一个分数,但这会被认为是废话,被删除。
总之,我的问题是,我的内容(一个精灵表),我试图加载到"textureImage"在Game1.cs,然后传递给"sprite .cs"被绘制,通过"userControlledSprite.cs",并没有被绘制当我编译我的程序。作为c#和XNA的新手,我理解这个问题(内容加载,但没有正确传递),但我不知道如何解决它。
下面是我的程序包含的全部三个类:
Game1.cs——调用userControlledSprite。
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Proj06
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
static Texture2D textureImage;
static Point frameSize = new Point(52,50);
static Point currentFrame = new Point(0, 0);
static Point sheetSize = new Point(4, 1);
static Vector2 position = Vector2.Zero;
static int collisionOffset = 1;
static Vector2 speed;
userControlledSprite UserControlledSprite1;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
textureImage = Content.Load<Texture2D>(@"images/Picture");
UserControlledSprite1 = new userControlledSprite(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed);
}
protected override void UnloadContent()
{
/// Ignore this void
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
UserControlledSprite1.Draw(gameTime, spriteBatch);
base.Draw(gameTime);
}
}
}
sprite .cs—绘制和动画精灵,以及检查碰撞。
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Proj06
{
abstract class Sprite
{
Texture2D textureImage;
protected Point frameSize;
Point currentFrame;
Point sheetSize;
int collisionOffset;
int timeSinceLastFrame = 0;
int millisecondsPerFrame;
const int defaultMillisecondsPerFrame = 16;
protected Vector2 speed;
protected Vector2 position;
public Sprite(Texture2D textureImage, Vector2 position, Point frameSize,
int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed)
: this(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, defaultMillisecondsPerFrame)
{
}
public Sprite(Texture2D textureImage, Vector2 position, Point frameSize,
int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed,
int millisecondsPerFrame)
{
this.textureImage = textureImage;
this.position = position;
this.frameSize = frameSize;
this.collisionOffset = collisionOffset;
this.currentFrame = currentFrame;
this.sheetSize = sheetSize;
this.speed = speed;
this.millisecondsPerFrame = millisecondsPerFrame;
}
public virtual void Update(GameTime gameTime, Rectangle clientBounds)
{
timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > millisecondsPerFrame)
{
timeSinceLastFrame = 0;
++currentFrame.X;
if (currentFrame.X >= sheetSize.X)
{
currentFrame.X = 0;
++currentFrame.Y;
if (currentFrame.Y >= sheetSize.Y)
{
currentFrame.Y = 0;
}
}
}
}
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(textureImage,
position,
new Rectangle(currentFrame.X * frameSize.X,
currentFrame.Y * frameSize.Y,
frameSize.X, frameSize.Y),
Color.White, 0, Vector2.Zero,
1f, SpriteEffects.None, 0);
spriteBatch.End();
}
public abstract Vector2 direction
{
get;
}
public Rectangle collisionRect
{
get
{
return new Rectangle(
(int)position.X + collisionOffset,
(int)position.Y + collisionOffset,
frameSize.X - (collisionOffset * 2),
frameSize.Y - (collisionOffset * 2));
}
}
}
}
和userControlledSprite.cs——处理精灵的移动和位置
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Proj06
{
class userControlledSprite : Sprite
{
public userControlledSprite(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed)
{
}
public userControlledSprite(Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed, int millisecondsPerFrame)
: base(textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, millisecondsPerFrame)
{
}
public override Vector2 direction
{
get
{
Vector2 inputDirection = Vector2.Zero;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
inputDirection.X -= 1;
if (Keyboard.GetState().IsKeyDown(Keys.Right))
inputDirection.X += 1;
if (Keyboard.GetState().IsKeyDown(Keys.Up))
inputDirection.Y -= 1;
if (Keyboard.GetState().IsKeyDown(Keys.Down))
inputDirection.Y += 1;
return inputDirection * speed;
}
}
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
position += direction;
if (position.X < 0)
position.X = 0;
if (position.Y < 0)
position.Y = 0;
if (position.X > clientBounds.Width - frameSize.X)
position.X = clientBounds.Width - frameSize.X;
if (position.Y > clientBounds.Height - frameSize.Y)
position.X = clientBounds.Height - frameSize.Y;
base.Update(gameTime, clientBounds);
}
}
}
我将继续在网上搜索任何有用的资源,如果我发现了什么,我会发布编辑。感谢您的宝贵时间。
保留UserControlledSprite1的字段定义,但不要在那里初始化它:
public class Game1 : Microsoft.Xna.Framework.Game
{
userControlledSprite UserControlledSprite1;
}
然后在加载纹理后在LoadContent()
方法中初始化它:
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
textureImage = Content.Load<Texture2D>(@"images/Picture");
UserControlledSprite1 = new userControlledSprite(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed);
}
同时,确保在Game1.Draw()
中调用UserControlledSprite1.Draw()
方法。
这里很简单,您的Draw
和Update
方法永远不会被调用。
如果您希望它们被XNA自动调用,您的Sprite
类需要扩展DrawableGameComponent
并在Game1
中注册。为此,您需要将Game
作为参数传递。您将覆盖的Draw
方法也需要一个SpriteBatch
,因此也要在构造函数中传递它。这不是一个干净的方法,但它会起作用。然后在每个DrawableGameComponent
上调用Components.Add
。
一旦完成,只需在Game1中调用spriteBatch.Begin()和spriteBatch.End()(在Begin和End上只调用一次),每个精灵就会画出自己。
我还冒昧地删除了无用的using
s,并修复了您的类名以符合c#约定(PascalCase)。
改变的重要部分是:
- userControlledSprite现在接收spriteBatch和Game类
- userControlledSprite注册为组件
- Sprite现在扩展DrawableGameComponent
- spriteBatch。开始和结束现在称为
- Sprite现在覆盖正确的绘制方法。
请注意我没有改变你的Update方法。它不会被调用,除非你为public override void Update(GameTime gameTime)
更改它。
如果你在Draw中设置了一个断点,它应该被XNA调用。
Game1.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Proj06
{
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
private Texture2D textureImage;
private Point frameSize = new Point(52, 50);
private Point currentFrame = new Point(0, 0);
private Point sheetSize = new Point(4, 1);
private Vector2 position = Vector2.Zero;
private int collisionOffset = 1;
private Vector2 speed;
private UserControlledSprite userControlledSprite1;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
textureImage = Content.Load<Texture2D>(@"images/Picture");
userControlledSprite1 = new UserControlledSprite(this, spriteBatch, textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed);
Components.Add(userControlledSprite1);
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.White);
spriteBatch.Begin();
base.Draw(gameTime);
spriteBatch.End();
}
}
}
UserControlledSprite.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Proj06
{
class UserControlledSprite : Sprite
{
public UserControlledSprite(Game game, SpriteBatch sb, Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed)
: base(game, sb, textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed)
{
}
public UserControlledSprite(Game game, SpriteBatch sb, Texture2D textureImage, Vector2 position,
Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
Vector2 speed, int millisecondsPerFrame)
: base(game, sb, textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, millisecondsPerFrame)
{
}
public override Vector2 direction
{
get
{
Vector2 inputDirection = Vector2.Zero;
if (Keyboard.GetState().IsKeyDown(Keys.Left))
inputDirection.X -= 1;
if (Keyboard.GetState().IsKeyDown(Keys.Right))
inputDirection.X += 1;
if (Keyboard.GetState().IsKeyDown(Keys.Up))
inputDirection.Y -= 1;
if (Keyboard.GetState().IsKeyDown(Keys.Down))
inputDirection.Y += 1;
return inputDirection * speed;
}
}
public override void Update(GameTime gameTime, Rectangle clientBounds)
{
position += direction;
if (position.X < 0)
position.X = 0;
if (position.Y < 0)
position.Y = 0;
if (position.X > clientBounds.Width - frameSize.X)
position.X = clientBounds.Width - frameSize.X;
if (position.Y > clientBounds.Height - frameSize.Y)
position.X = clientBounds.Height - frameSize.Y;
base.Update(gameTime, clientBounds);
}
}
}
Sprite.cs
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Proj06
{
abstract class Sprite : DrawableGameComponent
{
Texture2D textureImage;
protected Point frameSize;
Point currentFrame;
Point sheetSize;
int collisionOffset;
int timeSinceLastFrame = 0;
int millisecondsPerFrame;
const int defaultMillisecondsPerFrame = 16;
protected Vector2 speed;
protected Vector2 position;
private SpriteBatch spriteBatch;
public Sprite(Game game, SpriteBatch sb, Texture2D textureImage, Vector2 position, Point frameSize,
int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed)
: this(game, sb, textureImage, position, frameSize, collisionOffset, currentFrame,
sheetSize, speed, defaultMillisecondsPerFrame)
{
}
public Sprite(Game game, SpriteBatch sb, Texture2D textureImage, Vector2 position, Point frameSize,
int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed,
int millisecondsPerFrame) : base(game)
{
this.textureImage = textureImage;
this.position = position;
this.frameSize = frameSize;
this.collisionOffset = collisionOffset;
this.currentFrame = currentFrame;
this.sheetSize = sheetSize;
this.speed = speed;
this.millisecondsPerFrame = millisecondsPerFrame;
spriteBatch = sb;
}
public virtual void Update(GameTime gameTime, Rectangle clientBounds)
{
timeSinceLastFrame += gameTime.ElapsedGameTime.Milliseconds;
if (timeSinceLastFrame > millisecondsPerFrame)
{
timeSinceLastFrame = 0;
++currentFrame.X;
if (currentFrame.X >= sheetSize.X)
{
currentFrame.X = 0;
++currentFrame.Y;
if (currentFrame.Y >= sheetSize.Y)
{
currentFrame.Y = 0;
}
}
}
}
public override void Draw(GameTime gameTime)
{
spriteBatch.Draw(textureImage,
position,
new Rectangle(currentFrame.X * frameSize.X,
currentFrame.Y * frameSize.Y,
frameSize.X, frameSize.Y),
Color.White, 0, Vector2.Zero,
1f, SpriteEffects.None, 0);
base.Draw(gameTime);
}
public abstract Vector2 direction
{
get;
}
public Rectangle collisionRect
{
get
{
return new Rectangle(
(int)position.X + collisionOffset,
(int)position.Y + collisionOffset,
frameSize.X - (collisionOffset * 2),
frameSize.Y - (collisionOffset * 2));
}
}
}
}
作为补充,我强烈建议你转向《一夫一妻制》。XNA不再被支持了(它在很久以前就被微软扼杀了),而MonoGame是开源的实现。没有太大的变化,但是您仍然需要使用XNA的内容管道(. xnb文件)。
如果你想坚持使用XNA,可以使用Platformer Starter Kit启动项目。您将更好地了解XNA的工作原理,因为您的体系结构非常奇怪。