在OSX上的MonoGame中的Public Game1()需要帮助例外

时间:2013-09-13 04:13:17

标签: macos visual-studio-2012 xna-4.0 monogame

所以我试图在学校的Visual Studio 2012中创建这个完美的程序。

但是当我在家时它会在Public Game1()给我这个抛出异常错误。

希望有人能帮助我解决这个问题,这样我才能真正运行我的程序并完成它。

调用堆栈是:

  

System.NullReferenceException:未将对象引用设置为实例   Microsoft.Xna.Framework.OpenTKGameWindow.Initialize中的对象   ()[0x00000] in:0 at   Microsoft.Xna.Framework.OpenTKGameWindow..ctor()[0x00000] in   :0点   Microsoft.Xna.Framework.OpenTKGamePlatform..ctor   (Microsoft.Xna.Framework.Game游戏)[0x00000] in:0   在Microsoft.Xna.Framework.GamePlatform.Create   (Microsoft.Xna.Framework.Game游戏)[0x00000] in:0   在Microsoft.Xna.Framework.Game..ctor()[0x00000] in:0,在MonoGameTest.Game1..ctor()[0x00023] in   /Users/sebnabt/Projects/MonoGameTest/MonoGameTest/Game1.cs:38 at   MonoGameTest.Program.Main()[0x00001] in   /Users/sebnabt/Projects/MonoGameTest/MonoGameTest/Program.cs:19

我的代码:

<!-- language: lang-cs -->

region Using Statements
using System; 
using System.Collections.Generic; 
using System.Linq; 

using Microsoft.Xna.Framework; 
using Microsoft.Xna.Framework.Graphics; 
using Microsoft.Xna.Framework.Storage; 
using Microsoft.Xna.Framework.Input;
endregion

namespace MonoGameTest 
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
 GraphicsDeviceManager graphics;
 SpriteBatch spriteBatch;

 // Maps user keys to display colors
 Dictionary<Keys, Color> key_to_color = new Dictionary<Keys, Color>();

 // these are the colors guessed by the user, so far.
 List<Color>[] player_colors = new List<Color>[10];

 // these are the keys that correspond to a dot color
 List<Keys> color_letters = new List<Keys>();

 Texture2D dot_picture;

 KeyboardState old_keyboard_state;

 int row;        

 public Game1() : base()
 {
     graphics = new GraphicsDeviceManager(this);
     Content.RootDirectory = "Content";

     base.Initialize ();
 } 

 /// <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>
 /// 
 /// // screen constants
 const int SCREEN_WIDTH = 640;
 const int SCREEN_HEIGHT = 480;


 protected override void Initialize()
 {
     row = 0;
     // back buffer
     graphics.PreferredBackBufferHeight = SCREEN_HEIGHT;
     graphics.PreferredBackBufferWidth = SCREEN_WIDTH;
     graphics.PreferMultiSampling = false;
     graphics.ApplyChanges();
     base.Initialize();

     // initialize the color dictionary
     key_to_color.Add(Keys.R, Color.Red);
     key_to_color.Add(Keys.G, Color.Green);
     key_to_color.Add(Keys.B, Color.Blue);
     key_to_color.Add(Keys.Y, Color.Yellow);

     color_letters = new List<Keys>();
     foreach (Keys letter in key_to_color.Keys)
     {
        color_letters.Add(letter);
     }

  }

  /// <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);

    // load our textures
    dot_picture = Content.Load<Texture2D>(@"media\ball");
  }

  /// <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)
  {
    // get keyboard state once per frame
    KeyboardState keyState = Keyboard.GetState();

    // exit the game?
    if (keyState.IsKeyDown(Keys.Escape))
    {
        this.Exit();
    }

    // erase list of player colors?
    else if (keyState.IsKeyDown(Keys.Space))
    {
        player_colors[this.row].Clear();
    }

    // player pressed a color key?
    else {
        foreach (Keys letter in color_letters)
        {
            if (key_was_released(letter, keyState))
            {
                add_color(letter);  
            }
            if (this.player_colors [row].Count () >= 4) {
                this.row = this.row + 1;
            }
        }
    }



    old_keyboard_state = keyState;

    base.Update(gameTime);
}

protected override void UnloadContent() {

}

bool key_was_released(Keys key, KeyboardState new_state)
{
    return old_keyboard_state.IsKeyDown(key) && 
        new_state.         IsKeyUp  (key);
}

void add_color(Keys key)
{
    Color color = key_to_color[key];
    if (player_colors[this.row].Count() < 4)
    {
        player_colors[this.row].Add(color);
    }
}
/// <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)
{
    graphics.GraphicsDevice.Clear (Color.CornflowerBlue);

    // draw typical sprites
    spriteBatch.Begin ();
    draw_player_colors (spriteBatch);
    spriteBatch.End ();

    base.Draw (gameTime);
}

protected void draw_player_colors(SpriteBatch batch)
{
    for (int current_row = 0; current_row < 10; current_row++) {
        for (int column = 0; column < player_colors[current_row].Count(); column++) {
            int x = 100 + column * 70;
            int y = 100 + column * 70;
            Vector2 loc = new Vector2 (x, y);
            Color c = player_colors[current_row].ElementAt (column);
            batch.Draw (dot_picture, loc, c);
        }
    }
}
}

}

最新错误:

看起来我已经让它稍微有点工作但是我现在在基本模板上收到错误:logoTexture = Content.Load<Texture2D>("logo");

错误将低于

  

Microsoft.Xna.Framework.Content.ContentLoadException:无法加载   徽标资产作为非内容文件! ---&GT; System.Exception:   目录未找到。 ---&GT; System.Exception:找不到   路径的一部分   “/Users/sebnabt/Projects/BSMac/BSMac/bin/Debug/BSMac.app/Contents/Resources/Content/logo.xnb”。   在System.IO.FileStream..ctor(System.String路径,FileMode模式,   FileAccess访问,FileShare共享,Int32 bufferSize,布尔值   匿名,FileOptions选项)[0x001c6] in   /private/tmp/source/bockbuild-xamarin/profiles/mono-mac-xamarin-no-pcl/build-root/mono-3.2.0/mcs/class/corlib/System.IO/FileStream.cs:266   在System.IO.FileStream..ctor(System.String路径,FileMode模式,   FileAccess访问,FileShare共享)[0x00000] in   /private/tmp/source/bockbuild-xamarin/profiles/mono-mac-xamarin-no-pcl/build-root/mono-3.2.0/mcs/class/corlib/System.IO/FileStream.cs:132   at at(wrapper remoting-invoke-with-check)System.IO.FileStream:.ctor   (字符串,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  在System.IO.File.OpenRead(System.String path)[0x00000]中   /private/tmp/source/bockbuild-xamarin/profiles/mono-mac-xamarin-no-pcl/build-root/mono-3.2.0/mcs/class/corlib/System.IO/File.cs:341   在Microsoft.Xna.Framework.TitleContainer.OpenStream(System.String   name)[0x00000] in:0 at   Microsoft.Xna.Framework.Content.ContentManager.OpenStream   (System.String assetName)[0x00000] in:0 --- End   内部异常堆栈跟踪--- at   Microsoft.Xna.Framework.Content.ContentManager.OpenStream   (System.String assetName)[0x00000] in:0 at   Microsoft.Xna.Framework.Content.ContentManager.ReadAsset [的Texture2D]   (System.String assetName,System.Action 1 recordDisposableObject) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset<Microsoft.Xna.Framework.Graphics.Texture2D> (string,System.Action 1)&lt; 0x0076b&gt; at at   Microsoft.Xna.Framework.Content.ContentManager.Load   (字符串)&lt; 0x0020b&gt;在BSMac.Game1.LoadContent()[0x00023]中   /Users/sebnabt/Projects/BSMac/BSMac/Game1.cs:70 at at   Microsoft.Xna.Framework.Game.Initialize()at   BSMac.Game1.Initialize()[0x00002] in   /Users/sebnabt/Projects/BSMac/BSMac/Game1.cs:57 at at   Microsoft.Xna.Framework.Game.DoInitialize()
  在Microsoft.Xna.Framework.Game.Run   (Microsoft.Xna.Framework.GameRunBehavior)at   在Microsoft.Xna.Framework.Game.Run()中   BSMac.AppDelegate.FinishedLaunching(MonoMac.Foundation.NSObject)   [0x00012]在/Users/sebnabt/Projects/BSMac/BSMac/Main.cs:34 at at   (包装器动态方法)对象。[BSMac.AppDelegate.Void   FinishedLaunching(MonoMac.Foundation.NSObject)]   (MonoMac.Foundation.NSObject,MonoMac.ObjCRuntime.Selector,MonoMac.Foundation.NSObject)      在at(包装本地到管理)   对象。[BSMac.AppDelegate.Void   FinishedLaunching(MonoMac.Foundation.NSObject)]   (MonoMac.Foundation.NSObject,MonoMac.ObjCRuntime.Selector,MonoMac.Foundation.NSObject)      at at(包装器管理到原生)   MonoMac.AppKit.NSApplication.NSApplicationMain(int,string [])   &LT; 0x00003&GT;在BSMac.Program.Main(string [])[0x0001d]的MonoMac.AppKit.NSApplication.Main(string [])中   /Users/sebnabt/Projects/BSMac/BSMac/Main.cs:20 at

1 个答案:

答案 0 :(得分:0)

你在Xamarin工作室建造吗?我相信您在几天前遇到的问题中描述的问题相同;在那里看到我的答案:https://stackoverflow.com/a/18798311/793449

总结一下,Xamarin Studio正在选择WindowsGL框架程序集而不是mac程序集。您应该从最新的源代码(MonoGame.Framework.MacOS项目)自己构建MonoGame,并在游戏中更改引用。