我正在做一个游戏,我将在学校为我的软件工程学科提出。说实话,我没有C#的经验,这就是我跟随this TileEngine tutorial的原因。但是,当我将游戏添加到游戏中时,我的拼贴会变得如此之小。我甚至使用256 x 256图像。就像在教程视频中一样。
您可以看到问题here的屏幕截图。这是我的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace TileEngine
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
List<Texture2D> tileTextures = new List<Texture2D>();
int[,] tileMap = new int[,]
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, },
};
int tileWidth = 64;
int tileHeight = 64;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
base.Initialize();
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture;
texture = Content.Load<Texture2D>("Tiles/se_free_dirt_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_grass_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_ground_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_mud_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_road_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_rock_texture");
tileTextures.Add(texture);
texture = Content.Load<Texture2D>("Tiles/se_free_wood_texture");
tileTextures.Add(texture);
}
protected override void UnloadContent() { }
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
int tileMapWidth = tileMap.GetLength(1);
int tileMapHeight = tileMap.GetLength(0);
for (int x = 0; x < tileMapWidth; x++)
{
for (int y = 0; y < tileMapHeight; y++)
{
int textureIndex = tileMap[y, x];
Texture2D texture = tileTextures[textureIndex];
spriteBatch.Draw(
texture,
new Rectangle(x * tileWidth, y * tileHeight, tileMapWidth, tileMapHeight),
Color.White);
}
}
spriteBatch.End();
base.Draw(gameTime);
}
}
}
答案 0 :(得分:2)
您只需要替换下面的第3行:
spriteBatch.Draw(
texture,
new Rectangle(x * tileWidth, y * tileHeight, tileMapWidth, tileMapHeight),
Color.White);
所以它就像下一个区块中的第3行:
spriteBatch.Draw(
texture,
new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight),
Color.White);
问题是:在代码纹理的矩形 width 中, height 设置为地图 宽度和高度 - 它看起来比纹理图像的尺寸小得多。
答案 1 :(得分:1)
更改每个图块的宽度和高度以使其更大:
int tileWidth = 300;
int tileHeight = 300;
基本上可以添加任何可以产生尺寸的数字。
此外,矩形是通过添加起点+大小形成的,因此大小也需要匹配点,否则它们将被绘制在彼此之上。
如果你想用正方形渲染它,那么titleWidth应该与tileMapWidth相同。
目前它似乎是矩阵的长度肯定是错误的,因为这个数字很小(10)并且会渲染小方块(10x10)。
因此,请执行此操作:
int tileMapWidth = tileWidth;
int tileMapHeight = tileHeight;
而不是
int tileMapWidth = tileMap.GetLength(1);
int tileMapHeight = tileMap.GetLength(0);
答案 2 :(得分:0)
你可以这样尝试
width = 64 ' or texture.width
height = 64 ' or texture.height
pos = new vector2d(x * width , y * height)
spriteBatch.Draw(texture, pos, Color.White);
如果x从0开始,那么第一个纹理将在64,0 ....处于0,0秒....