这是ImageMenuGame.cs的代码。试图在Xna中做菜单,练习游戏开发,它显示错误作为构造函数错误。我是XNA的新手。 同时粘贴屏幕截图和代码。提前谢谢。
namespace ImageMenu
{
/// <summary>
/// This is the main type for your game
/// </summary>
///
public class ImageMenuGame : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
Texture2D texImageMenuItem;
List<ImageMenuItem> Menu;
int TotalMenuItems = 4;
int index = 0;
int currentIndex;
public ImageMenuGame()
{
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
Menu = new List<ImageMenuItem>();
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);
// TODO: use this.Content to load your game content here
texImageMenuItem = Content.Load<Texture2D>("Imageitem");
font = Content.Load<SpriteFont>("gameFont");
int X = 150;
int Y = 240;
for (int i = 0; i < TotalMenuItems; i++)
{
ImageMenuItem item = new ImageMenuItem(new Vector2(X + i * (texImageMenuItem.Width + 20), Y), texImageMenuItem, spriteBatch);
item.Index = index++;
Menu.Add(item);
}
}
/// <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
Vector2 tapPosition = new Vector2();
TouchCollection touches = TouchPanel.GetState();
if (touches.Count > 0 && touches[0].State == TouchLocationState.Pressed)
{
tapPosition = touches[0].Position;
foreach(ImageMenuItem item in Menu)
{
item.Update(gameTime, tapPosition);
if (item.Tap)
{
currentIndex = item.Index;
}
}
}
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);
// TODO: Add your drawing code here
spriteBatch.Begin();
foreach (ImageMenuItem item in Menu)
{
item.Draw(gameTime);
}
spriteBatch.DrawString(font, "CurrentIndex: " + currentIndex.ToString(), new Vector2(0,0), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
// ImageMenuItem.cs
namespace ImageMenu
{
/// <summary>
/// This is a game component that implements IUpdateable.
/// </summary>
public class ImageMenuItem : Microsoft.Xna.Framework.GameComponent
{
SpriteBatch spriteBatch;
Texture2D texture;
public Vector2 Position;
public Vector2 Origin;
public bool Tap;
float timer = 0;
const float MinScale = 0.8f;
const float MaxScale = 1;
float scale = 0.8f;
public int index = 0;
public Rectangle Bound
{
get
{
return new Rectangle(
(int) (Position.X - Origin.X * scale),
(int) (Position.Y - Origin.Y * scale),
(int) (texture.Width * scale),
(int) (texture.Height * scale));
}
}
public ImageMenuItem(Game game, Vector2 Location, Texture2D Texture, SpriteBatch SpriteBatch)
: base(game)
{
// TODO: Construct any child components here
{
Position = Location;
texture = Texture;
spriteBatch = SpriteBatch;
Origin = new Vector2 (texture.Width / 2, texture.Height / 2);
}
}
/// <summary>
/// Allows the game component to perform any initialization it needs to before starting
/// to run. This is where it can query for any required services and load content.
/// </summary>
public override void Initialize()
{
// TODO: Add your initialization code here
base.Initialize();
}
/// <summary>
/// Allows the game component to update itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
///
// public override void Update(GameTime gameTime)
// {
// TODO: Add your update code here
// base.Update(gameTime);
// }
public void Update(GameTime gameTime, Vector2 tapPosition)
{
// if the tapped position within the text menu item bound,
// set Tap to true and trigger the OnTap event
Tap = Bound.Contains((int)tapPosition.X,
(int)tapPosition.Y);
// Accumulate the game elapsed time
timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
base.Update(gameTime);
}
public void Draw(GameTime gameTime)
{
if (Tap)
{
if (scale <= MaxScale && timer > 200)
{
scale += 0.1f;
}
spriteBatch.Draw(texture, Position, null, Color.Red, 0f, Origin, scale, SpriteEffects.None, 0f);
}
else
{
if (scale > MinScale && timer > 200)
{
scale -= 0.1f;
}
spriteBatch.Draw(texture, Position, null, Color.White, 0f, Origin, scale, SpriteEffects.None, 0f);
}
}
}
}
答案 0 :(得分:1)
您似乎没有为ImageMenuItem
...
如果您希望代码正常工作,请定义构造函数
public class ImageMenuItem {
public ImageMenuItem(Vector2 vec, Texture2D tex, SpriteBatch sb){
//assign
}
}
编辑
您已定义了未设置的附加参数Game
public ImageMenuItem(Game game, Vector2 Location, Texture2D Texture, SpriteBatch SpriteBatch)
^^^^^^^^
你必须传递一个游戏对象,试试
ImageMenuItem item = new ImageMenuItem(this, new Vector2(X + i * (texImageMenuItem.Width + 20), Y), texImageMenuItem, spriteBatch); // this is your Game