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。
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main
和mainG
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。