是的,我已将我的赛道添加到我将要制作的赛车游戏中,现在我正试图将赛车添加到赛道上,但是当我加载赛车时,赛车的尺寸太大了。这是我调试时的显示方式......
没有错误或任何东西,但为什么它如此超大?请告诉我重新编辑的代码,了解如何修复它。谢谢!
这是我的编码;
public class Game1 : Microsoft.Xna.Framework.Game
{
Texture2D background;
Rectangle mainFrame;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D car1Texture;
Vector2 car1Position = new Vector2(400f, 100f);
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <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
//Change the resolution to 800x600
graphics.PreferredBackBufferWidth = 1000;
graphics.PreferredBackBufferHeight = 800;
graphics.ApplyChanges();
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);
// Load the background content.
background = Content.Load<Texture2D>("roadscan");
// Set the rectangle parameters
mainFrame = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
spriteBatch = new SpriteBatch(GraphicsDevice);
car1Texture = Content.Load<Texture2D>("car1");
}
// 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();
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
KeyboardState keyboard = Keyboard.GetState();
GamePadState gamePad = GamePad.GetState(PlayerIndex.One);
if (keyboard.IsKeyDown(Keys.Left) || gamePad.DPad.Left == ButtonState.Pressed)
{
car1Position.X -= 3f;
}
if (keyboard.IsKeyDown(Keys.Right) || gamePad.DPad.Right == ButtonState.Pressed)
{
car1Position.X += 3f;
}
if (keyboard.IsKeyDown(Keys.Up) || gamePad.DPad.Right == ButtonState.Pressed)
{
car1Position.Y += 3f;
}
if (keyboard.IsKeyDown(Keys.Down) || gamePad.DPad.Right == ButtonState.Pressed)
{
car1Position.Y -= 3f;
}
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <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.CornflowerBlue);
// Draw the background.
// Start building the sprite.
spriteBatch.Begin();
// Draw the background.
spriteBatch.Draw(background, mainFrame, Color.White);
spriteBatch.Draw(car1Texture, mainFrame, Color.White);
// End building the sprite.
spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
答案 0 :(得分:4)
您正在使用
SpriteBatch.Draw (Texture2D, Rectangle, Color)
这使您的汽车精灵占据Rectangle
的位置和大小。我建议你使用版本
SpriteBatch.Draw (Texture2D, Vector2, Color)
而Vector2
是Sprite的位置。查看所有不同版本的MSDN。
所以它会是:
spriteBatch.Draw(car1Texture, car1Position, Color.White);
答案 1 :(得分:0)
你的问题在于:
spriteBatch.Draw(car1Texture, mainFrame, Color.White);
您已将'mainFrame'定义为屏幕大小,因此您的汽车会拉伸到屏幕大小。将'mainFrame'替换为'car1Position',一切都应该运行得更顺畅。