我的代码在Windows Phone 7和8上完美运行,但它在Monogame for Windows Store 8上完全没有用。
代码在Windows 8上绘制 nothing ,但graphicsDevice.Clear的颜色除外。
当我进入游戏状态时,这个问题就开始出现了,游戏画出的菜单很好,但是菜单绘图代码与我所包含的没有什么不同。
我设置块的代码
// Calculate the position of the vertices on the top face.
Vector3 topLeftFront = position + new Vector3(size.X, size.Y, size.Z);
Vector3 topLeftBack = position + new Vector3(0,size.Y, size.Z);
Vector3 topRightFront = position + new Vector3(size.X, size.Y, 0);
Vector3 topRightBack = position + new Vector3(0,size.Y,0);
// Calculate the position of the vertices on the bottom face.
Vector3 btmLeftFront = position + new Vector3(size.X, 0, size.Z);
Vector3 btmLeftBack = position + new Vector3(0, 0, size.Z);
Vector3 btmRightFront = position + new Vector3(size.X,0,0);
Vector3 btmRightBack = position;
// Normal vectors for each face (needed for lighting / display)
Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * size;
Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * size;
Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * size;
Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * size;
Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * size;
Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * size;
// UV texture coordinates
Vector2 textureTopLeft = new Vector2(1.0f , 0.0f );
Vector2 textureTopRight = new Vector2(0.0f , 0.0f );
Vector2 textureBottomLeft = new Vector2(1.0f, 1.0f);
Vector2 textureBottomRight = new Vector2(0.0f, 1.0f);
// Add the vertices for the FRONT face.
newVertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft);
newVertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft);
newVertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight);
newVertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft);
newVertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight);
newVertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight);
// Add the vertices for the BACK face.
newVertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight);
newVertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft);
newVertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight);
newVertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight);
newVertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft);
newVertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft);
// Add the vertices for the TOP face.
newVertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft);
newVertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight);
newVertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft);
newVertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft);
newVertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight);
newVertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight);
// Add the vertices for the BOTTOM face.
newVertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft);
newVertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft);
newVertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight);
newVertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft);
newVertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight);
newVertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight);
// Add the vertices for the LEFT face.
newVertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight);
newVertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft);
newVertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight);
newVertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft);
newVertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft);
newVertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight);
// Add the vertices for the RIGHT face.
newVertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft);
newVertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft);
newVertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight);
newVertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight);
newVertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft);
newVertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight);
我绘制块的代码
public void Draw(Camera camera)
{
effect.View = camera.View;
effect.Projection = camera.Projection;
effect.World = rotationMatrix;
// effect.EnableDefaultLighting();
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
using (VertexBuffer buffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration,
36, BufferUsage.WriteOnly))
{
// Load the buffer
buffer.SetData(newVertices);
// Send the vertex buffer to the device
graphicsDevice.SetVertexBuffer(buffer);
}
// Draw the primitives from the vertex buffer to the device as triangles
graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);
}
}
我的主类代码调用块绘制方法。
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.AliceBlue);
GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; // need to do this on reach devices to allow non 2^n textures
#region GamePlaying
if (gameState == State.BREAKOUT || gameState == State.GAMEOVERBREAKOUT)
{
if (fifthBlocks.Count < 49)
{
foreach (Block block in lastBlocks)
{
block.Draw(camera);
}
}
if (fourthBlocks.Count < 49)
{
foreach (Block block in fifthBlocks)
{
block.Draw(camera);
}
}
if (thirdBlocks.Count < 49)
{
foreach (Block block in fourthBlocks)
{
block.Draw(camera);
}
}
if (secondBlocks.Count < 49)
{
foreach (Block block in thirdBlocks)
{
block.Draw(camera);
}
}
if (firstBlocks.Count < 49)
{
foreach (Block block in secondBlocks)
{
block.Draw(camera);
}
}
foreach (Block block in firstBlocks)
{
block.Draw(camera);
}
wallBlock.Draw(camera);
ball.Draw(GraphicsDevice, camera.View, camera.Projection, spriteBatch);
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, d, rs);
controls.Draw(spriteBatch);
if (ball.scoreMultiplier <= 1)
{
spriteBatch.DrawString(scoreFont, "Score: " + scoreDiff + "\n Lives:" + ball.lives, new Vector2(100, 10), Color.Black);
}
else
{
spriteBatch.DrawString(scoreFont, "Score: " + scoreDiff + "x" + ball.scoreMultiplier + " multiplier!" + "\n Lives:" + ball.lives, new Vector2(100, 10), Color.Black);
}
spriteBatch.End();
}
}
菜单图纸代码,供参考
public void Draw(SpriteBatch spriteBatch)
{
if (gameState == State.MENU)
{
spriteBatch.Begin(SpriteSortMode.Immediate, null, null, d, rs);
spriteBatch.Draw(imageMenu, Vector2.Zero, Color.White);
spriteBatch.Draw(imageStart, recStart, Color.White);
spriteBatch.Draw(imagePong, recPong, Color.White);
spriteBatch.Draw(imageOptions, recOptions, Color.White);
spriteBatch.Draw(imageJuggle, recJuggle, Color.White);
spriteBatch.Draw(imageReview, recReview, Color.White);
spriteBatch.Draw(imageContact, recContact, Color.White);
spriteBatch.End();
}
}
答案 0 :(得分:1)
感谢所有帮助人员。
我通过更改
解决了这个问题graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 12);
到
graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, newVertices, 0, 12);