ScreenState麻烦XNA 4 C#

时间:2013-04-01 07:14:41

标签: c# xna xna-4.0

我在SplashScreen切换到播放状态时遇到了麻烦。我在Game1.cs中声明了一个游戏状态的枚举

public enum GameState { SplashScreen, Playing }
public GameState currentState;

然后我在Game1.cs的LoadContent中有这个

protected override void LoadContent()
{
    // Create a new SpriteBatch, which can be used to draw textures.
    spriteBatch = new SpriteBatch(GraphicsDevice);

    splashScreen.LoadContent(Content);
    playState.LoadContent(Content);
}

在Game1.cs中更新

protected override void Update(GameTime gameTime)
{
    // Allows the game to exit
    if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
        this.Exit();

    switch (currentState)
    {
        case GameState.SplashScreen:
        {
            splashScreen.Update(gameTime);
            break;
        }
        case GameState.Playing:
        {
            playState.Update(gameTime);
            break;
        }
    }

    base.Update(gameTime);
}

最后在Game1.cs中我得到了我的画作

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);

    spriteBatch.Begin();

    switch (currentState)
    {
        case GameState.SplashScreen:
        {
            splashScreen.Draw(spriteBatch);
            break;
        }
        case GameState.Playing:
        {
            playState.Draw(spriteBatch) ;
            break;
        }
    }

    spriteBatch.End();

    base.Draw(gameTime);
}

这是我的SplashScreen.cs

public class SplashScreen
{
    Texture2D tSplash;
    Vector2 vSplash = Vector2.Zero;

    Game1 main = new Game1();

    public void LoadContent(ContentManager Content)
    {
        tSplash = Content.Load<Texture2D>("splash");
    }

    public void Update(GameTime gameTime)
    {
        if (Keyboard.GetState().IsKeyDown(Keys.X))
        {
            main.currentState = Game1.GameState.Playing;
        }

    }

    public void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Draw(tSplash, vSplash, Color.White);
    }
}

我的Playing.cs

class Playing
{
    Texture2D tBack;
    Vector2 vBack = Vector2.Zero;

    Game1 mainG = new Game1();

    public void Initialize()
    {
    }

    public void LoadContent(ContentManager contentManager)
    {
        tBack = contentManager.Load<Texture2D>("playing");
    }

    public void Update(GameTime gameTime)
    {

    }

    public void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Draw(tBack, vBack, Color.White);
    }
}

SplashScreen图像显示但是当我按下X时,PlatyingState不会发生。

1 个答案:

答案 0 :(得分:0)

您要为每个屏幕声明一个全新的Game对象。永远不要这样做。一个Game意味着代表整个游戏。

但是,可以将多个引用添加到单个Game对象中。

将一个Game个对象放在最顶层;你已经掌握了屏幕对象。您甚至可以在屏幕中保留mainmainG个变量,但要将它们指向您的单个Game

public class SplashScreen
{
    Game1 main;
    public SplashScreen(Game1 g)
    {
        main = g;
    }

    //rest can be largely the same
}

播放基本相同(接受Game1并设置参考而不是重新声明。)

然后在Game1.cs中:

protected override void LoadContent()
{
    // Create a new SpriteBatch, which can be used to draw textures.
    spriteBatch = new SpriteBatch(GraphicsDevice);

    splashScreen = new SplashScreen(this);
    splashScreen.LoadContent(Content);
    playState = new Playing(this);
    playState.LoadContent(Content);
}

这将是一个很好的第一步,虽然我建议进一步采取这一步并为所有屏幕创建一个基类。查看official XNA sample进行游戏屏幕管理,以便您前往。