C#开发跨平台游戏——游戏的全屏窗口及退出
在上一篇,我们介绍了在游戏中使用中文,接下去我们介绍如何在游戏中使用键盘修改游戏的显示模式(窗口和全屏)以及游戏的退出。
退出游戏
打开Game1.cs文件,找到Update(GameTime gameTime)方法。在方法体中有一段【 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)】,这一段代码的含义是当按下游戏手柄上的返回键,则退出游戏,由于我们现在创建的游戏是Windows游戏,所以并没有游戏手柄GamePad。所以将它修改为【if(Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Escape))】。也可以拆分这段代码,让思路更加清晰:
KeyboardState keyboardState = Keyboard.GetState(PlayerIndex.One);//获取键盘状态
if(keyboardState.IsKeyDown(Keys.Escape))//判断是否按下了Escape键盘
{
this.Exit();//退出游戏
}
可以注意到Keyboard的GetState方法带一个PlayerIndex枚举参数(存在四个值One、Two、Three、Four),当游戏是多人游戏的时候(支持四个)就可以判断哪个人按下来什么键盘。当前游戏可以省略这个参数!
点击【启动】
按下键盘上的ESC键盘,游戏便退出了!
游戏全屏显示
还是打开Game1.cs文件,找到Update(GameTime gameTime)方法。在退出游戏的代码下面输入:
if(keyboardState.IsKeyDown(Keys.F10))
{
graphics.IsFullScreen = true;//设为全屏
graphics.ApplyChanges();//全屏立即生效
}
if(keyboardState.IsKeyDown(Keys.F11))
{
graphics.IsFullScreen = false;//退出全屏
graphics.ApplyChanges();//立即生效
}
将graphics的IsFullScreen属性设置为true或false,就可以改变游戏的显示状态(全屏和窗口),设置以后调用graphics的ApplyChanges方法执行!前面提到graphics可以看作是显卡,很多显示相关的操作都可以在里面找到相应的属性和方法。以后将会做更多的介绍
完整代码如下:
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 HelloWorld.XNA
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont defaultFont;
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);
// TODO: use this.Content to load your game content here
defaultFont = Content.Load<SpriteFont>("DefaultFont");
}
/// <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
KeyboardState keyboardState = Keyboard.GetState(PlayerIndex.One);
if(keyboardState.IsKeyDown(Keys.Escape))
{
this.Exit();
}
if(keyboardState.IsKeyDown(Keys.F10))
{
graphics.IsFullScreen = true;
graphics.ApplyChanges();
}
if(keyboardState.IsKeyDown(Keys.F11))
{
graphics.IsFullScreen = false;
graphics.ApplyChanges();
}
// 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();
spriteBatch.DrawString(defaultFont, "这是我的第一个游戏", Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
点击【启动】
按下键盘F10,游戏全屏。按下F11退出全屏变为窗口模式。按下Esc退出游戏