我刚刚开始处理MonoGame
,我只是想在Sprite
课程中加载简单的Game
,如下所示:
public class Main : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Texture2D test;
public Main()
{
graphics = new GraphicsDeviceManager(this);
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);
// TODO: use this.Content to load your game content here
test = Content.Load<Texture2D>("default");
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific 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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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
spriteBatch.Begin();
spriteBatch.Draw(test, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
但它不起作用,这里缺少什么?
答案 0 :(得分:0)
我认为这是因为您将类传递给spriteBatch = new SpriteBatch(GraphicsDevice);
构造函数而不是它的实例。
尝试将spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
替换为spriteBatch.Begin ((SpriteSortMode)0, BlendState.NonPremultiplied)
。
我在使用"watch":true
为我工作时,在使用Alpha通道在MonoGame中工作时也遇到了一些麻烦。
答案 1 :(得分:0)
通常,您需要指定要加载的图像文件的类型,尝试添加&#34; .png&#34;到#34;默认&#34;的结尾。因为您说图像正确加载,这可能无法解决您的问题,但我建议尝试一下。
如果这不起作用,问题可能在于您的操作系统以及Monogame和Visual Studio的版本;我没有绘制图像的问题,但在Visual Studio中使用冲突的版本和设置编译其他所有内容。希望有所帮助!