Monogame:在课堂上创建绘画功能

时间:2019-01-28 16:44:32

标签: c# monogame

我想制作一个包含其自己的绘图功能的tile类。以下是到目前为止的内容。运行编码器时显示的错误是。 “ System.InvalidOperationException:'在成功调用End之前,不能再次调用Begin。该错误消息显示在类内部的spirteBatch.Begin()上。

namespace TileGame.v3

{     瓷砖类     {

    public Texture2D texture { get; set; }
    public int X { get; set; }
    public int Y { get; set; }
    public int sourceX { get; set; }
    public int sourceY { get; set; }
    public int width { get; set; }
    public int height { get; set; }



    public void Draw(GameTime gameTime, SpriteBatch spriteBatch)

    {

        spriteBatch.Begin();

        spriteBatch.Draw(texture, new Vector2(X, Y), new Rectangle(sourceX, sourceY, width, height), Color.White);

        spriteBatch.End();

        Draw(gameTime, spriteBatch);
    }

}

}

namespace TileGame.v3

{

public class Game1 : Game
{
    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    Texture2D mark;
    Texture2D peep1;
    Texture2D ocean;

    int x1 = 100;
    int y1 = 100;
    int x2 = 400;
    int y2 = 400;
    int tempx;
    int tempy;

    bool win = false;

    Tile a = new Tile();



    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }



    protected override void Initialize()
    {


        base.Initialize();
    }


    protected override void LoadContent()
    {

        spriteBatch = new SpriteBatch(GraphicsDevice);

        mark = Content.Load<Texture2D>("mark");
        peep1 = Content.Load<Texture2D>("peep1");
        ocean = Content.Load<Texture2D>("ocean");

        a.texture = ocean;

    }


    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }


    protected override void Update(GameTime gameTime)
    {
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            Exit();


        if (Keyboard.GetState().IsKeyDown(Keys.Enter))
        {
            tempx = x1;
            x1 = x2;
            x2 = tempx;

            tempy = y1;
            y1 = y2;
            y2 = tempy;

            win = true;
        }

        a.X = 100;
        a.Y = 100;
        a.sourceX = 300;
        a.sourceY = 300;
        a.width = 100;
        a.height = 100;



        base.Update(gameTime);
    }




    protected override void Draw(GameTime gameTime)
    {


        spriteBatch.Begin();

        a.Draw(gameTime, spriteBatch);

        spriteBatch.End();


        base.Draw(gameTime);
    }
}

}

纹理为1920x1080,我已经测试过绘图和剪切,效果很好。

1 个答案:

答案 0 :(得分:1)

首先,您的代码可能不完整,但是您永远不会在任何地方调用draw方法。

假设您正在调用它,确定您的纹理大于300x300吗?对于(x,y = 300,300 to x,y = 400,400),该纹理包含什么?在这些位置上是否有任何颜色数据?

如果您对所有这些回答都是肯定的,我们将需要更多代码来帮助您。

侧节点:由于这是一个图块,因此您可能会渲染其中的许多图块。您不需要为所有它们都调用.Begin()和.End()。只需在第一个图块之前调用Begin(),在最后一个图块之后调用End(),就可以了。这将使渲染速度更快。