okay the problem is that i got 2 codes one from the book i am reading and the one i wrote the are equally the same let's start with the code from the book that works
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
`
this doesn't give any error... now for the code i wrote my self off the book
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
exactly the same right ? or am i missing something vital here ? i just don't get it at all and the error i get is in the topic.
using System;
using System.Collections.Generic;
using System.Linq;
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;
namespace WindowsGame4
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
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);
font = Content.Load<SpriteFont>("Spritefont1");
// 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);
DateTime nowDatetime = DateTime.Now;
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
You could move initialization code into constructor for this to be valid with instance fields:
public class Game1 : Microsoft.Xna.Framework.Game
{
SpriteFont font;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
DateTime nowDateTime;
string nowString;
public Game1()
{
nowDateTime = DateTime.Now;
nowString = nowDateTime.ToString();
}
}
string nowString = nowDateTime.ToString();
You are initializing nowString
using a non-static method. It'll be compiler error.
In order for this to work you have to declare the nowDateTime
as static
:
static DateTime nowDateTime = DateTime.Now;
string nowString = nowDateTime.ToString();
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