画像があり、次を使用して、サポートされる唯一の向きが縦向きになるように設定しました。
graphics.SupportedOrientations = DisplayOrientation.Portrait;
game1() メソッドで
画面の上端と下端にある黒いボックスを取り除くにはどうすればよいですか?
これは次のようになります。
29 は無視してください。これは私の fps モニターです。
向き変更前:
変更後:
これは私のコードです。多くの配列や追加などに気付くでしょう。私はそれを別の用途に使用しています。現在、私は実際には使用していません。
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);
}
}