В настоящее время я пытаюсь визуализировать 2D-лист спрайтов, используя приведенный ниже код, и все, что в результате приводит к визуализации только цвета фона изображения с черными линиями, проходящими через него.Изображение сохраняется в виде файла .png с использованием gimp.
Я проверил случайные листы спрайтов, загруженные из сети, и они воспроизводятся очень хорошо.Есть ли способ, которым я могу сохранить свой файл PNG неправильно?
Размер кадра должен быть 27 x 27, который является высотой фактического файла изображения, после чего указывается, насколько широко я хочу, чтобы кадр был.
Вот лист, который я сейчас использую:
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 WindowsGame3
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//Texture2D holds the image
Texture2D character;
//Holds position of character on screen
Vector2 Position = new Vector2(200, 200);
//Frames current size (W, H)
Point frameSize = new Point(27, 27);
//Which frame we are currently on
Point currentFrame = new Point(0, 1);
//How many frames on a line, followed by how many lines
Point sheetSize = new Point(13, 1);
//Sprite animation speed
float speed = 15;
//
KeyboardState currentState;
KeyboardState theKeyboardState;
KeyboardState oldKeyboardState;
enum State
{
Walking,
Punch,
Jump,
JumpForward,
JumpBackgwards
}
//First state we have when character is walking
State mCurrentState = State.Walking;
//Adjusts frames draw speed
TimeSpan nextFrameInterval = TimeSpan.FromSeconds((float)1 / 16);
//Changes each time we need to go to the next frame
TimeSpan nextFrame;
public Game1()
{
//Adjusts how fast things happen in XNA
TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 100);
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);
// TODO: use this.Content to load your game content here
//Sprite sheet we are using
character = Content.Load<Texture2D>("MainSprite");
}
/// <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
spriteBatch.Begin();
//Gives the name of the Texture2D variable, then the position.
//By creating a rectangle, only what is inside will be drawn on the screen.
spriteBatch.Draw(character, Position, new Rectangle(
frameSize.X * currentFrame.X,
frameSize.Y * currentFrame.Y,
frameSize.X,
frameSize.Y),
Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0);
//frameSize.X * currentFrame.X gives current position of frame on X. Same with Y.
//frameSize.X, frameSize.Y is the width and height of the current frame.
spriteBatch.End();
base.Draw(gameTime);
}
}
}