繁体   English   中英

如何在xna中摆脱纵向不必要的黑色方块?

[英]how can I get rid of the unnecessary black squares in portrait orientation in xna?

我有一个图像,我设置它,以便支持的唯一方向是肖像使用:

graphics.SupportedOrientations = DisplayOrientation.Portrait; 在game1()方法上

如何摆脱屏幕上下边缘的黑框?

这就是它的样子:

在此输入图像描述

忽略那个29,这是我的fps监视器。

在改变方向之前:

在此输入图像描述

改变之后:

在此输入图像描述

这是我的代码。 你会注意到很多数组和添加内容,我会用它来做别的事情。 现在,我并没有真正使用它:

    Texture2D mineField;

    Vector2 mineFieldLocation,
        numFontLocation;

    int[] fieldPos = new int[9];

    float[]
        minePosX = new float[9],
        minePosY = new float[9];

    SpriteFont numFont;

    int posAdder = 45,
        index = 0;

    Random randMinePos = new Random();

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

        graphics.SupportedOrientations = DisplayOrientation.Portrait;

       graphics.IsFullScreen = true;

        // Frame rate is 30 fps by default for Windows Phone.
        TargetElapsedTime = TimeSpan.FromTicks(333333);

        // Extend battery life under lock.
        InactiveSleepTime = TimeSpan.FromSeconds(1);
    }

    /// <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


        // le sumo o resto a la x o y 45 para que caiga en el mismo medio del cuadrado
        mineFieldLocation = new Vector2(30, 70);

        numFontLocation = new Vector2(33, 65);

        for (int i = 0; i < fieldPos.Length; i++)
        {
            fieldPos[i] = posAdder;

            posAdder += 45;                
        }

        for (int i = 0; i < fieldPos.Length; i++)
        {
            minePosX[i] = fieldPos[randMinePos.Next(0, 9)];
            minePosY[i] = fieldPos[randMinePos.Next(0, 9)];
        }

        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);

        mineField = Content.Load<Texture2D>("Minesweeper");

        numFont = Content.Load<SpriteFont>("NumberFont");

        // 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);

        spriteBatch.Begin();

        spriteBatch.Draw(mineField, mineFieldLocation, Color.White);

        spriteBatch.DrawString(numFont, "1", numFontLocation, Color.Green);

       // spriteBatch.DrawString(numFont, "0", new Vector2(minePosX[index],minePosY[index]), Color.Black);

        if (index < 8)
        {
            index++;
        }

        spriteBatch.End();

        // TODO: Add your drawing code here

        base.Draw(gameTime);
    }
}

正如我在评论中所说,你需要设置首选的宽度和高度,但我会解释为什么..

首先, SupportedOrientations的文档说明

获取或设置启用自动旋转和缩放时可用的显示方向。

我不相信你确实启用了(不确定它是否默认)。 继此之后还有一个参见此页面上的自动旋转和缩放链接,它提供了许多关于设置宽度和高度的提示......

如果你再看一下你的第三张图片,那就有必要了,因为你当前的高度看起来像你的宽度,这让我相信你现在的宽度现在是你之前的高度。 所以要确定我会设置两者

在仅纵向模式下,您需要交换后缓冲区的宽度和高度值:

//For 480x800 (90* rotated wp7 device)
Graphics.PreferredBackBufferWidth = 480;
Graphics.PreferredBackBufferHeight = 800;

您正在480x800屏幕上渲染800x480后备缓冲区。 这导致它成为信箱。

也许你会感兴趣:
XNA - 获取当前屏幕分辨率
XNA:获取屏幕的宽度和高度

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM