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。