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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 Project
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
       SpriteBatch spriteBatch;
        Texture2D myTexture;
        Rectangle myRectangle;

        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);


            Texture myTexture = Content.Load<Texture2D>("character");

            myRectangle = new Rectangle(10, 100, 30, 50);
            // 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.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            spriteBatch.Draw(myTexture,myRectangle,Color.White);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

这是我的代码,但这会在调试时返回一个错误,该错误将突出显示

spriteBatch.Draw(myTexture,myRectangle,Color.White);

并告诉 ArgumentNullExcerption 未处理此方法不接受此参数的 null。参数名称:纹理是什么错误?

4

1 回答 1

2

在 LoadContent 中,您创建一个新变量并将纹理分配给它,而 myTexture 保持为空。

代替

Texture myTexture = Content.Load<Texture2D>("character");

myTexture = Content.Load<Texture2D>("character");
于 2012-05-28T09:17:29.170 回答