将 png 绘制到 SpriteBatch 不起作用
本文关键字:SpriteBatch 不起作用 绘制 png | 更新日期: 2023-09-27 18:33:32
我刚刚开始研究MonoGame
,我只是想在Game
类中加载简单的Sprite
,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);
}
}
但是它不起作用,这里缺少什么?
我认为
这是因为您将类传递给SpriteBatch(GraphicsDevice device)
构造函数而不是它的实例。
尝试将spriteBatch = new SpriteBatch(GraphicsDevice);
替换为 spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
。
我也遇到了一些麻烦,让alpha频道在MonoGame中工作,使用spriteBatch.Begin ((SpriteSortMode)0, BlendState.NonPremultiplied)
对我有用。
通常,您需要指定要加载的图像文件类型,请尝试在"默认"的末尾添加".png"。因为您说图像正在正确加载,这可能无法解决您的问题,但我建议您尝试一下。
如果这不起作用,则问题可能出在您的操作系统以及Monogame和/或Visual Studio的版本上;我遇到了图像未绘制的问题,但其他所有内容都在Visual Studio中使用冲突的版本和设置进行编译。希望对您有所帮助!