我的实验遇到了问题。我正在尝试创建一个方法,将一个Texture2D
融合到另一个Texture2D
中,然后重新加载Texture2D
,这次将粘贴的纹理移动到一个新的位置。我计划在以后的项目中完善这种方法,我将聚光灯粘贴到黑暗的背景上,以“照亮”它背后的风景。虽然我设法使粘贴方法完美地工作,但我的计划的第二部分遇到了一些重大问题。我将粘贴的纹理设置为Vector2
,其中X成员每帧增加1,从而沿着背景拖动粘贴的纹理。但是,在每帧之后背景不会重置,在前一图像所在的背景上留下拖动标记。在过去的半小时里,我一直在努力通过重置背景纹理来解决这个问题,使其在粘贴其他图像时再次清理。
这是我的代码。
namespace CopyTest
{
public class Image
{
public Texture2D Bitmap;
public Vector2 Position;
public String BitmapName;
public Rectangle Viewport;
public Color Tint = Color.White;
public void ResetViewportDimensions()
{
this.Viewport = new Rectangle(this.Viewport.X, this.Viewport.Y, Bitmap.Width, Bitmap.Height);
}
public void Draw(SpriteBatch Target)
{
}
public void FinalizeBitmap(ContentManager Target)
{
this.Bitmap = null;
this.Bitmap = Target.Load<Texture2D>(this.BitmapName);
}
public Image(Vector2 Position, String BitmapName)
{
this.BitmapName = BitmapName;
this.Position = Position;
}
}
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Image Rainbow = new Image(new Vector2(0, 0), "Rainbow");
public Image Eye = new Image(new Vector2(0, 0), "Glow");
public Image PrintOut = new Image(new Vector2(0, 0), "Rainbow");
public Vector2 Destination = new Vector2(100, 50);
public void PrintTo(Image Source, Image Target, Vector2 Location)
{
Color[] A = new Color[Source.Bitmap.Width * Source.Bitmap.Width];
Color[] B = new Color[Target.Bitmap.Width * Target.Bitmap.Width];
int Y = 0;
int X = 0;
Source.Bitmap.GetData(A);
Target.Bitmap.GetData(B);
for (int i = 0; i < A.Length; i++)
{
B[(int)Location.X + X + (((int)Location.Y + Y) * Target.Bitmap.Width)] = A[i];
X++;
if (X == Source.Bitmap.Width)
{
X = 0;
Y++;
}
}
Target.Bitmap.SetData<Color>(B);
}
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Eye.FinalizeBitmap(Content);
Rainbow.FinalizeBitmap(Content);
PrintOut.FinalizeBitmap(Content);
Eye.ResetViewportDimensions();
Rainbow.ResetViewportDimensions();
PrintOut.ResetViewportDimensions();
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
GraphicsDevice.Textures[0] = null;
PrintOut.FinalizeBitmap(Content);
PrintTo(Eye, PrintOut, Destination);
Destination.Y++;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(PrintOut.Bitmap, PrintOut.Position, PrintOut.Viewport, PrintOut.Tint);
spriteBatch.End();
base.Draw(gameTime);
}
}
非常感谢任何帮助。