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Xna SpriteBatch Matrix不會將精靈繪制到屏幕上

[英]Xna SpriteBatch Matrix does not draw sprites to screen

我的Xna Game 1課程目前有問題。 我已經將2D相機與自己的單獨類合並在一起,這被稱為使用矩陣。 我遇到的問題是在draw方法中,在這一點上,我使用了:`spriteBatch.Begin(SpriteSortMode.BackToFront,BlendState.AlphaBlend,null,null,null,null,camera.TransformMatrix);

問題發生后,情況發生了,因為case方法更改了繪制的內容,例如似乎未達到Case Main菜單和播放,或者很坦率地將其繪制到了屏幕上。我嘗試放置一個單獨的SpriteBatch.Begin方法因此,在每種情況下,都使用spriteBatch.end()結束案例本身的每個方法。

我也試過了,沒有在update方法中調用translateCamera類,但這也無濟於事。

任何幫助將非常感激!

public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            screenRectangle = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            npc_creation = new NPC_Creation[0];
            player1 = new charDevelopment();
            camera = new Camera2D();
        }

        /// <summary>
        protected override void Initialize()
        {
            Random rnd = new Random();
            rndYpos = rnd.Next(200,500);
            rndXpos = rnd.Next(100, 300);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.

        protected override void LoadContent()
        {
            #region loadTextures
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            backGround = Content.Load<Texture2D>("MainMenu");
            graphics.PreferredBackBufferWidth = screenWidth; // width of screen..
            graphics.PreferredBackBufferHeight = screenHeight; //height of screen..

            IsMouseVisible = true;
            graphics.ApplyChanges(); // load images...

            potion = Content.Load<Texture2D>("potion");
            itemrect = new Rectangle(((screenRectangle.Width + potion.Width) / 2), ((screenRectangle.Height + potion.Height) / 2), potion.Width / 4, potion.Height / 4);
            item = new ItemPotion(potion, itemrect, screenRectangle);

            OnScreenLevel = Content.Load<SpriteFont>("OnScreenLevel");
            charAtkSound = Content.Load<SoundEffect>("AttackSound"); //loads attack sound
            Grave = Content.Load<Texture2D>("Grave");
            HealthBar = Content.Load<Texture2D>("HealthBar");
            btnPlay = new cButton(Content.Load<Texture2D>("Button1"), graphics.GraphicsDevice);
            movement = new cMovement(Content.Load<Texture2D>("SpritesRe"), new Vector2(rndXpos, rndYpos), 64, 57, HealthBar, cBar,Grave);
            Inv = new InventoryScreen(movement);
            TempNPC = Content.Load<Texture2D>("MonsterSprite");
            //npc_creation[i] = new NPC_Creation(Content.Load<Texture2D>("MonsterSprite"), screenRectangle,HealthBar,Content.Load<Texture2D>("Grave"));
            btnPlay.setPosition(new Vector2(350, 300));

            StartGame();
            #endregion
        }

        /// <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
        }

        protected override void Update(GameTime gameTime)
        {
            KeyboardState keyState = Keyboard.GetState();

            TranslateCamera(keyState);

            //Spawns the mobs
            if (map.getSpawnStatus() == true)
            {

                npc_creation = new NPC_Creation[map.getNumOfNPC()];
                for (int i = 0; i < npc_creation.Length; i++)
                {
                    npc_creation[i] = new NPC_Creation(TempNPC, screenRectangle, HealthBar, Grave);
                    npc_creation[i].setSpawnPosition(-10*i);
                }
                map.setSpawnStatus(false);
            }
            //888888
            MouseState mouse = Mouse.GetState();
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            switch (CurrentGameState)
            {
                case GameState.MainMenu: // if mouse is clicked... call method
                    if (btnPlay.isClicked == true) CurrentGameState = GameState.charCreate;
                    btnPlay.Update(mouse);
                    break;

                case GameState.charCreate: // creating character
                    charCreate.Show(); // show menu
                    if (charCreate.create == true)
                    {
                        charCreate.Close(); // close menu
                        CurrentGameState = GameState.Playing;

                    }
                    break;

                case GameState.Playing: // if true.. load new image...
                    backGround = Content.Load<Texture2D>("Game Map");
                    if (movement.Alive == false)
                    {
                        CurrentGameState = GameState.GameOver;
                    }

                    else if (Keyboard.GetState().IsKeyDown(Keys.E))
                    {
                        Inv.Show();
                    }

                    else if (Keyboard.GetState().IsKeyDown(Keys.Q))
                    {
                        Inv.Hide();
                    }
                    break;

                case GameState.GameOver: // end game screen
                    end.Show(); // pop up screen
                    if (end.retry == true) // if click retry
                    {
                        Application.Restart(); // restart program
                        break;
                    }
                    if (end.quit == true) // if click quit
                    {
                        this.Exit(); // quit
                        break;
                    }
                    break;
            }
            if (movement.getAttackSound() == true)
            {
                charAtkSound.Play();

            }

            for (int i = 0; i < npc_creation.Length; i++)
            {
                //checks if character takes damage from being in range of enemy
                npc_creation[i].charWithinDamageRange(movement.getCharLocation());
                //checks if character is within sight range
                npc_creation[i].charWithinRange(movement.getCharLocation());
                //calls on monster update method, with the inputs:
                npc_creation[i].Update(gameTime, npc_creation[i].withinRangeOrNot(), movement.getCharLocation(), i);

                //checks if monster is in range of character attack
                npc_creation[i].monsterTakeDamageRange(movement.getAttackRadius());

                npc_creation[i].charWithinDamageRange(movement.getCharLocation());


                //*************************************************************Added Jan 9th*****************

                //checks if monster is dead, and once dead to give character EXP from mob once
                if ((npc_creation[i].deadOrAlive() == false)&&(npc_creation[i].getEXPgivenOrNot() == false))
                {
                    //character gains exp determined by returnEXPworth
                    player1.EXPgained(npc_creation[i].returnEXPworth());
                    //tells program that exp has been gained by character
                    npc_creation[i].setEXPgiven();


                    //*****BELOW PRINTS OUT CURRENT EXP, GAME MUST BE SET TO CONSOLE MODE****
                    Console.WriteLine("Current char EXP is "+player1.getEXP());

                }
                //**************************************************************Added Jan 9th****************

                if (npc_creation[i].withinDamageRangeOrNot() == true)
                {
                    movement.decreaseCharHealth();
                    npc_creation[i].charWithinDamageRange(movement.getCharLocation());
                    npc_creation[i].withinDamageRangeOrNot();
                }

                while (npc_creation[i].inAttackRadius() == true)
                {
                    npc_creation[i].decreaseMobHealth(item);
                    movement.resetAttackRadius();
                    npc_creation[i].monsterTakeDamageRange(movement.getAttackRadius());
                    npc_creation[i].inAttackRadius();
                }

                movement.Update(gameTime, map);
            }
            item.Update(movement.getCharLocation(), Inv);
            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);
            // do not erase comments! added SUnday
            spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.TransformMatrix);
            //spriteBatch.Begin();
            spriteBatch.Draw(backGround, Vector2.Zero, Color.White);

            switch (CurrentGameState)
            {
                case GameState.MainMenu: // if on main menu... draw button...
                    btnPlay.Draw(spriteBatch);
                    break;

                case GameState.Playing: // otherwise.. draw the character sprites
                    movement.Draw(spriteBatch);
                    player1.checkLevel();
                    spriteBatch.DrawString(OnScreenLevel, "Current Level: " + player1.getLvL() +"\nUserName: " +charCreate.getInput(), new Vector2(0, 5), Color.White);
                    for (int i = 0; i < npc_creation.Length; i++)
                    {
                        npc_creation[i].Draw(spriteBatch, Color.White);
                    }
                    item.Draw(spriteBatch);
                    break;  
            }

            spriteBatch.End();
            // TODO: Add your drawing code here
            base.Draw(gameTime);
        }

        private void TranslateCamera(KeyboardState keyState)
        {
            Vector2 cameraTranslate = Vector2.Zero;
            if (keyState.IsKeyDown(Keys.W))
                cameraTranslate.Y =1;
                cameraTranslate.X = 0;
            if (keyState.IsKeyDown(Keys.A))
                cameraTranslate.X =-1;
                cameraTranslate.Y = 0;
            if (keyState.IsKeyDown(Keys.D))
                cameraTranslate.X =1;
                cameraTranslate.Y = 0;
            if (keyState.IsKeyDown(Keys.S))
                cameraTranslate.Y =-1;
                cameraTranslate.X = 0;

            camera.Position += cameraTranslate;
        }

        private void StartGame()
        {
            map = new Map(backGround, movement);
            item.spawnLocation();
            for (int i = 0; i < npc_creation.Length; i++)
            {
                npc_creation[i].setSpawnPosition(i);
            }
        }

我仔細閱讀了您的代碼,發現可能的錯誤。 在您的Update循環中,一旦將狀態更改為GameState.charCreate,您實際上就有了代碼charCreate.show();。 一遍又一遍地跑。 對於其余的代碼,這可能是個問題,具體取決於charCreate函數內部的內容。 您應該確保此代碼在每次狀態更改時僅運行一次。

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