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时间:2014-02-19 13:24:37

标签: c# xna-4.0 game-physics

我试图使用C#和XNA框架构建一个分组游戏。我把砖放在一个单独的类中,并创建了一个可以加载10块砖的数组。但是,当我运行游戏时,实际上没有砖块出现,我似乎无法找到错误,因为Visual Studio没有标记任何内容。

砖类:

class bricks
{
    Texture2D brickimg;
    Rectangle rectangle;
    int[] brickXPos = new int[50];
    int[] brickYPos = new int[50];

    public bricks(Texture2D NewTexture, Rectangle newRectangle)
    {
        brickimg  = NewTexture;
        rectangle = newRectangle;
    }

    public void Initialize()
    {
        for (int i = 0; i < 50; i++)
        {
            brickXPos[i] = 300 + i * 60;
            brickYPos[i] = 100;
        }
    }

    public void Update()
    {
    }

    public void Draw(SpriteBatch spritebatch)
    {
        for (int i = 0; i < 50; i++)
        {
           spritebatch.Draw(brickimg, new Vector2(brickXPos[i], brickYPos[i]), rectangle, Color.White);
        }
    }
}

主程序:

/// <summary>
/// This is the main type for your game
/// </summary>
public class Breakout : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;
    Texture2D BackgroundImg;
    bricks bricks;

    public Breakout()
    {
        graphics = new GraphicsDeviceManager(this);

        graphics.PreferredBackBufferWidth = 1024;
        graphics.PreferredBackBufferHeight = 768;
        graphics.ApplyChanges();
        Content.RootDirectory = "Content";
    }

    /// <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>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();
    }

    /// <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);
        BackgroundImg = Content.Load<Texture2D>("starfield");
        bricks = new bricks(Content.Load<Texture2D>("redbrick"),new Rectangle());
        // TODO: use this.Content to load your game content here
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <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)
    {
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();

        // TODO: Add your update logic here

        base.Update(gameTime);
    }

    /// <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)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        // TODO: Add your drawing code here

        base.Draw(gameTime);
        spriteBatch.Begin();
            spriteBatch.Draw(BackgroundImg, Vector2.Zero, Color.White);
            bricks.Draw(spriteBatch);
            spriteBatch.End();
    }
}

2 个答案:

答案 0 :(得分:0)

您永远不会初始化砖块对象 您需要在某处调用bricks.Initialise();函数(最好在Breakout类的初始化函数中)。

我还建议您使用更清洁的代码标准 类名通常以大写字母开头,即:Bricks而不是bricks,在您的情况下,类和类的实例具有相同的名称(bricks),这可能会造成混淆甚至应该创建一个编译错误(我想?) (brick类的构造函数中的'NewTexture'变量也会受到错误命名的影响,可能更应该命名为newTexture,特别是由于Rect被称为newRectangle, - 但这不是一个代码审查网站,所以现在离开这个问题!)。

答案 1 :(得分:0)

尝试将null传递到您的砖类中的sourceRectangle参数spriteBatch.Draw。我认为你传入的矩形并不好。

spritebatch.Draw(brickimg, new Vector2(brickXPos[i], brickYPos[i]), null, Color.White);