我几天来一直在与这些问题作斗争,浏览网络,但没有任何帮助我解决它:我在Visual Studio 2012上创建一个MonoGame应用程序,但在尝试加载纹理时,我得到以下内容问题:
无法加载Menu / btnPlay资产!
我已设置内容目录:Content.RootDirectory =“Assets”;此外,文件btnPlay.png还具有以下属性:构建操作:内容和复制到输出目录:如果较新则复制。
我的构造函数和LoadContent函数完全是空的,但看看你自己:
public WizardGame()
{
Window.Title = "Just another Wizard game";
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Assets";
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
_spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay");
_graphics.IsFullScreen = true;
_graphics.ApplyChanges();
}
我很乐意提供任何帮助!我对这个问题非常绝望....
答案 0 :(得分:6)
在VS2012下,Windows 8 64位和最新的MonoGame(3.0.1):
namespace GameName2
{
public class Game1 : Game
{
private Texture2D _texture2D;
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
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
_texture2D = Content.Load<Texture2D>("assets/snap0009");
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(_texture2D, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
这是您绘制的纹理:D
注意:强>
方便的是,我保留了内容根目录指向的原始值:Content
。
但是,您也可以在路径中直接指定Assets
:
Content.RootDirectory = @"Content\Assets";
然后加载纹理而不将Assets
添加到其路径中:
_texture2D = Content.Load<Texture2D>("snap0009");