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有趣的问题!基本上我有一个计时器,用于我的用户界面,从99开始倒数。一切正常,除了在旧时间之外绘制新时间的事实。 (前一次没有清除)在GameplayScreens绘图调用中发生了一个明显的事情,尽管......它很奇怪。定时器自己绘制,不清除
这里是我的相关功能:
GameplayScreen.cs(或我们平常的Game1)
public override void Update(GameTime gameTime)
{
m_GameUI.Update(gameTime);
m_GameCam.lookAt(m_Hero.Position);//feeds the camera's lookAt function the players vector2 position
m_GameUI.lookAt(m_GameCam.Position); //Look at the camera's position :D
}
public override void Draw(GameTime gameTime)
{
ScreenManager.GraphicsDevice.Clear(ClearOptions.Target,
Color.CornflowerBlue, 0, 0);
SpriteBatch spriteBatch = ScreenManager.SpriteBatch;
m_BackgroundManager.Draw(spriteBatch, m_GameCam);
//Begin the Spritebatch Drawing
spriteBatch.Begin(SpriteSortMode.Immediate, null,
null,
null,
null,
null, m_GameCam.ViewMatrix);
//Call EntityManager.DrawAllEntities()
EntityManager.Instance.DrawAllEntities(gameTime, spriteBatch);
//End the spritebatch drawing
spriteBatch.End();
spriteBatch.Begin();
m_GameUI.Draw(gameTime, spriteBatch);
m_PlayerUI.Draw(gameTime, spriteBatch);
spriteBatch.End();
}
GameUI.cs
SpriteFont m_Font;
double m_Timer;
public virtual void Update(GameTime gameTime)
{
m_Timer -= gameTime.ElapsedGameTime.TotalSeconds;
}
public virtual void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
spriteBatch.Draw(UITexture, Position, Color.White);
spriteBatch.DrawString(m_Font, "" + (int)m_Timer + "", new Vector2(380, 45), Color.White);
}
有没有你不使用'GraphicsDevice.Clear(彩色)'理由吗?另外,ScreenManager是什么? – neeKo
我的游戏有不同的菜单状态,由ScreenManager控制,其中GraphicsDevice被定义,其中一个是* GameplayScreen *,其中游戏逻辑实际踢入。我在顶部的GameplayScreen绘图中执行我的清除“ScreenManager.GraphicsDevice.Clear (ClearOptions.Target, Color.CornflowerBlue,0,0);“ – EmericanFlow
如果您只使用Clear(Color.CornflowerBlue),它会有所作为吗?我从来没有见过使用重载,除非你的参数被用于某种原因(它们看起来像默认值),使用单一颜色参数重载更简单。 –