0

私は XNA/Monogame でタワー ディフェンス ゲームをプログラミングしていますが、この例外 "FileNotFoundException" に遭遇するまで問題なく動作していました (これらのいずれかを取得すると壊れるように設定していて、続行すると動作しません)。追加された新しい画像が見つからないと表示されます。それらをコンテンツフォルダーに入れ、ルートディレクトリはコンテンツに設定されています。古い画像は機能しますが、新しい画像は機能しません。これが私のGame1.csです(テキスト以外のゲームをプログラミングするのはこれが初めてなので、少し面倒です(エラーはloadcontent関数で発生しています)

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;
//using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input.Touch;
using System.Diagnostics;

namespace KillTheBugs2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public Texture2D background;
        public GameTime gameTime;
        public Vector2 p;
        Level level = new Level();
        public Player player;
        public Ant ant1;

        SpriteBatch _spriteBatch;
        public GraphicsDeviceManager _graphics;


        public Game1()
        {

            _graphics = new GraphicsDeviceManager(this);

            _graphics.PreferredBackBufferWidth = 2000;
            //This is wierd i will have to replace 32 with the size in pixels of 1 tile for some reason
            _graphics.PreferredBackBufferHeight = 32 + 2500;
            _graphics.ApplyChanges();
            IsMouseVisible = true;
        }

        /// <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()
        {

            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()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            Content.RootDirectory = "Content";
//background, ant, and blueberry bush wont load
            background = Content.Load<Texture2D>("background");

            Texture2D AntTexture = Content.Load<Texture2D>("ant");
            ant1 = new Ant(AntTexture, Vector2.Zero, 100, 10, 0.5f);
            Texture2D BlueberryBushTexture = Content.Load<Texture2D>("blueberrybush");
            player = new Player(level, BlueberryBushTexture);




            // 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)
        {
            ant1.Update(gameTime);
            List<Bug> bugs = new List<Bug>();
            bugs.Add(ant1);

            player.Update(gameTime, bugs);

            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();
            level.Draw(_spriteBatch, ref background);
            ant1.Draw(_spriteBatch);
            player.Draw(_spriteBatch);
            _spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
4

1 に答える 1

2

Build Action Contentプロジェクトに追加された新しい画像を、通常は右側にある画像のプロパティ メニューでマークします。

于 2013-10-09T21:31:43.503 に答える