好吧问题是我从我正在阅读的书中得到了2个代码,而我写的那个代码同样相同,让我们从有效的书中的代码开始
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
`
这不会给出任何错误......现在对于我自己写完本书的代码
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
完全一样吧?还是我错过了一些重要的东西? 我根本没有得到它,我得到的错误是在主题。
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 WindowsGame4
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
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
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);
font = Content.Load<SpriteFont>("Spritefont1");
// 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
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);
DateTime nowDatetime = DateTime.Now;
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
答案 0 :(得分:1)
您可以将初始化代码移动到构造函数中,以使其对实例字段有效:
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime;
string nowString;
public Game1()
{
nowDateTime = DateTime.Now;
nowString = nowDateTime.ToString();
}
}
答案 1 :(得分:0)
string nowString = nowDateTime.ToString();
您正在使用非静态方法初始化nowString
。这将是编译器错误。
答案 2 :(得分:0)
为了实现这一点,您必须将nowDateTime
声明为static
:
static DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();