这里我试图在Windows Phone 7应用程序项目中加载Round.png文件。我不知道如何在运行时加载此图像。如果这是一个愚蠢的问题,我真的很抱歉,因为我是Windows应用程序开发的新手。请帮忙... 提前致谢!!!
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D texRound;
Rectangle HitRegion;
bool isSelected = false;
TouchCollection touches = TouchPanel.GetState();
//start position of round, in the center of screen
int positionX = 400;
int positionY = 240;
//random number Axis X and Y
Random randomX;
Random randomY;
//the range for random number of start and end of X, Y
int startX, endX;
int startY, endY;
//total time
float milliseconds = 0f;
//score count
int count = 0;
//game font
SpriteFont font;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
texRound = Content.Load<Texture2D>("Round");
randomX = new Random();
randomY = new Random();
// The X axis bound range of touch for ball
startX = texRound.Width;
endX = GraphicsDevice.Viewport.Width - texRound.Width;
// The X axis bound range of touch for ball
startY = texRound.Height;
endY = GraphicsDevice.Viewport.Height - texRound.Height;
// Define the HitRegion of ball in the middle of touchscreen
HitRegion = new Rectangle(positionX - texRound.Width / 2,
positionY - texRound.Height / 2, texRound.Width,
texRound.Height);
// Load the font definition file
font = Content.Load<SpriteFont>("gamefont");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
// Accumulate the elapsed milliseconds every frame
milliseconds +=
(float)gameTime.ElapsedGameTime.TotalMilliseconds;
if (milliseconds > 1000)
{
// When the milliseconds greater than 1000 milliseconds,
// randomly locate a new position for the ball
HitRegion.X = randomX.Next(startX, endX + 1);
HitRegion.Y = randomY.Next(startY, endY + 1);
// Reset the milliseconds to zero for new milliseconds
// count
// make the ball not been selected
milliseconds = 0f;
if (isSelected)
isSelected = false;
}
base.Update(gameTime);
Point touchPoint = new Point((int)touches[0].Position.X, (int)touches[0].Position.Y);
if (HitRegion.Contains(touchPoint))
{
isSelected = true;
count++;
}
else
{
isSelected = false;
}
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Green);
// TODO: Add your drawing code here
spriteBatch.Begin();
if (isSelected)
{
spriteBatch.Draw(texRound, HitRegion, Color.Red);
}
else
{
spriteBatch.Draw(texRound, HitRegion, Color.White);
}
spriteBatch.DrawString(font, "Score:" + count.ToString(),
new Vector2(0f, 0f), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
答案 0 :(得分:1)
我假设你正确地将Round.png文件放在你的内容目录(或项目)中,并且按照默认设置正确编译它。
右键单击该文件并打开其属性。检查“名称”字段。这就是Content.Load<>
所期待的。因此,例如,如果将名为“Circular.png”的文件拖到Content文件夹中,则它将自动命名为“Circular”,但如果将文件重命名为“Round.png”,通常它将保持命名为“循环“,让您手动更改属性中的名称并更新代码中的所有引用。
答案 1 :(得分:1)
内部异常中的路径看起来是正确的:\"Content\\Round.xnb\"
,额外的斜杠只是因为它被转义了。这是您的可执行文件的相对路径,默认情况下是:Visual Studio Projects\MyCoolGame\MyCoolGame\bin\x86\Debug\Content\Round.xnb
。您应该将此路径与Round.xnb
文件的实际路径进行比较,而不是png。
Round.xnb
在任何地方都不存在,那么您的png文件不是内容项目的一部分,或者内容项目没有被构建Content.Load<Texture2D>("myDir\\Round");
由于内部异常并未寻找&#34; Round.png.xnb&#34;,您的名字正确无法使用@ Ricket的答案不会对您有所帮助