更新
此问题也在https://github.com/mono/MonoGame/issues/2492
中讨论过问题在于,只允许应用程序以横向方向运行,而不是在使用纵向或两者都运行时。
有一个用monogame编码的安卓游戏,我得到一个GraphicsDeviceManager
,设置为FullScreen=true
。
我使用GraphicsDevice.Viewport.Height
和GraphicsDevice.Viewport.Width
来确定设备的分辨率。
这是非常好的,直到我得到三星更新,并不得不关闭FastDev。
最大的神秘问题:
当我使用电脑进行调试时,viewport
的高度和宽度设置正确。但是当我在1-2次后拔掉并播放应用程序时,viewport.Height
变为设备宽度,viewport.Width
成为设备高度,这完全使游戏无法播放。
很难找到解决方案,因为当我调试并将电缆从PC连接到设备时,这种情况永远不会发生。
任何人都有什么想法可以吗?
我现在可以确认这是因为三星更新
我制作了世界上最简单的Android应用程序来测试它,只是得到一个带有背景图像的主机,名为“bg”,并且spritefront打印出viewport.Width和viewport.Height。
以下是代码:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace TestRes
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
Rectangle _mainFrame;
Texture2D _background;
string text;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
//graphics.PreferredBackBufferWidth = 800;
// graphics.PreferredBackBufferHeight = 480;
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting
/// This is where it can query for any required services and load any non-
/// 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();
text = "";
}
/// <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);
_background = Content.Load<Texture2D>("Bilder/bg");
_mainFrame = new Rectangle(0, 0, this.GraphicsDevice.Viewport.Width, this.GraphicsDevice.Viewport.Height);
// TODO: use this.Content to load your game content here
font = Content.Load<SpriteFont>("spriteFont1");
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
{
Exit();
}
text = "ScreenWidth: " + this.GraphicsDevice.Viewport.Width + ", screenheight: " + this.GraphicsDevice.Viewport.Height;
// 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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(_background, _mainFrame, Color.White);
spriteBatch.DrawString(font, text, new Vector2(16, 1000), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
从VS部署时,一切都很好,viewport.width是实际的设备宽度,viewport.height是实际的设备高度。但是当试图从三星Galaxy S4主动部署(有时你需要尝试2-3次)时,突然间Viewport.Height是设备宽度而另一种方式,这使得背景图片只是覆盖了一点屏幕。
拍了照片来表明:
答案 0 :(得分:0)
在版本3.6中检查,并修复了错误。