我正在尝试通过扩展Mircosoft.Xna.Framework.GameCompenent来封装我的游戏对象,然后仅构建它们并在Game1的Update()方法中管理它们。我有我的Game1类,Player类和Animation类。假设动画管理对象的Texture2D更改,在本例中为Player。
我的问题是,即使我已经成功扩展了所有内容,没有语法错误,没有抛出异常,并且已经检查并重新检查了我编写的代码,所以不会调用覆盖函数,我最终得到了黑屏。
Game1.cs :(请注意,只有两行改变了玩家声明)
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Player player;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
player = new Player(this);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
base.Draw(gameTime);
}
}
Player.cs:
class Player : Microsoft.Xna.Framework.DrawableGameComponent
{
Rectangle bounds;
Texture2D t;
Animation[] animations = new Animation[4];
String path = @"..\..\..\Content\player.png";
#region Animation Constants
private const int WALK_RIGHT = 0;
#endregion
SpriteBatch spriteBatch;
public Player(Game game) : base(game)
{
//should only ever be one player, all value defaults set in Initialize()
}
public Texture2D T
{
get { return t; }
}
public Rectangle Bounds
{
get { return bounds; }
}
public override void Initialize()
{
base.Initialize();
bounds = new Rectangle(0, 0,
System.Drawing.Image.FromFile(path).Width,
System.Drawing.Image.FromFile(path).Height
);
t = Game.Content.Load<Texture2D>("player");
animations[0] = new Animation(this.Game, "player", "walking", 3);
}
protected override void LoadContent()
{
base.LoadContent();
spriteBatch = new SpriteBatch(this.Game.GraphicsDevice);
}
public override void Update(GameTime gameTime)
{
base.Update(gameTime);
KeyboardState k = Keyboard.GetState();
if (k.IsKeyDown(Keys.Right)) //walk right
{
bounds.X += 3;
if (animations[WALK_RIGHT].Playing)
{
t = animations[WALK_RIGHT].getTexture();
}
else
{
animations[WALK_RIGHT].Play();
}
}
else if (animations[WALK_RIGHT].Playing)
animations[WALK_RIGHT].Stop();
}
public override void Draw(GameTime gameTime)
{
base.Draw(gameTime);
spriteBatch.Begin();
spriteBatch.Draw(t, bounds, Color.White);
spriteBatch.End();
}
}
Animation.cs:
class Animation : Microsoft.Xna.Framework.GameComponent
{
Game game;
String name; //name of default sprite; standing, unmoving, neutral, etc. The rest of the animation sprite names should derive from this
String keyword;
int frameCount;
int delay; //frames between texture change
String[] paths; //texture pathnames generated by the MakePaths() function
int currentFrame = 0;
int delayCount = 0;
bool playing = false;
public Animation(Game associatedGame, String nameVal, String keywordVal, int frameCountVal)
: base(associatedGame)
{
name = nameVal;
keyword = keywordVal;
frameCount = frameCountVal;
paths = MakePaths();
delay = 10;
}
public Animation(Game associatedGame, String nameVal, String keywordVal, int frameCountVal, int delayVal)
: base(associatedGame)
{
name = nameVal;
keyword = keywordVal;
frameCount = frameCountVal;
paths = MakePaths();
delay = delayVal;
}
private String[] MakePaths()
{
//format: name_keyword_anim[i]
//format example: player_walking_anim1
String[] temp = new String[frameCount];
for (int i = 0; i < frameCount; i++)
{
temp[i] = name + "_" + keyword + "_" + "anim" + i.ToString();
}
return temp;
}
public Texture2D getTexture()
{
return Game.Content.Load<Texture2D>(paths[currentFrame]);
}
public void Play()
{
playing = true;
}
public void Stop()
{
currentFrame = 0;
delayCount = 0;
playing = false;
}
public bool Playing
{
get { return playing; }
}
public override void Update(GameTime gameTime)
{
if (playing)
{
if (delayCount == delay)
{
delayCount = 0;
if ((currentFrame + 1) == frameCount) currentFrame = 0;
else currentFrame++;
}
else delayCount++;
}
base.Update(gameTime);
}
public override string ToString()
{
return "params: " + name + "," + keyword + "," + frameCount.ToString() + "\nUsing paths: " + paths;
}
}
调用的唯一LoadContent,Initialize,Update和Draw方法是Game1中的方法。让我感到困惑的是,我之前能够毫无问题地使用这种技术。这些函数将由Xna更新过程自然调用。
所以......为什么会这样?
答案 0 :(得分:14)
您需要将游戏组件添加到Components集合中以自动调用它们
protected override void Initialize()
{
player = new Player(this);
Components.Add(player);
base.Initialize();
}
请参阅http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.game.components.aspx