XNA试验篇(二)
接着《XNA准备篇(一)》的程序开工。
首先,我们先将任意一张图片拷贝到当前项目的:“bing\x86\Debug”目录,然后再开始我们的程序,如(注意“新增”的地方):
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
namespace MyFirstGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
/// <summary>
/// 定义一个Texture2D的对像(新增)
/// </summary>
Texture2D texture;
public Game1()
{
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);
//新增
//等控件初始化完成后,graphics.GraphicsDevic就不会为NULL了
//将test.jpg的图片以2D的方式画到当前的graphics.GraphicsDevice
texture = Texture2D.FromFile(graphics.GraphicsDevice, "test.jpg");
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all 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)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.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
//新增
//绘画驱动开始
spriteBatch.Begin();
//将texture加载的图片画到所属的GraphicsDevice上,并定义图片所在的2维坐标,以及图片的着色颜色。
spriteBatch.Draw(texture, new Vector2(0.0f, 0.0f), Color.Red);
//结束GraphicsDevice绘画
spriteBatch.End();
base.Draw(gameTime);
}
}
}
按F5运行的时候,是不是将你的那张图片加载到游戏的窗体里了呢。
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