I'm running into an issue where I cannot seem to get any of my textures to be recognized anywhere outside of the loadContent method.
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D tileStart = Content.Load<Texture2D>("tile_start");
Texture2D tileCrossJunction = Content.Load<Texture2D>("tile_crossjunction");
Texture2D tileTJunction = Content.Load<Texture2D>("tile_t-junction");
Texture2D tileCorner = Content.Load<Texture2D>("tile_corner");
Texture2D tileHallway = Content.Load<Texture2D>("tile_hallway");
Texture2D tileDeadEnd = Content.Load<Texture2D>("tile_deadend");
Texture2D sqrPlayer = Content.Load<Texture2D>("sqr_player");
Texture2D sqrBaddieSmall = Content.Load<Texture2D>("sqr_baddie_small");
Texture2D sqrBaddie = Content.Load<Texture2D>("sqr_baddie");
Texture2D sqrBaddieLarge = Content.Load<Texture2D>("sqr_baddie_large");
}
No problems in this method, but when I try to reference any of these textures in my Draw method...
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.DarkGray);
base.Draw(gameTime);
spriteBatch.Begin();
spriteBatch.Draw(tileStart, new Vector2(0,0), Color.White);
spriteBatch.End();
}
I get the error "tileStart does not exist in the current context."
Normally, I would say that it isn't being recognized because tileStart is a variable being declared within the LoadContent method and therefore wouldn't be usable anywhere else. The reason I'm confused is that every tutorial I've read shows this exact syntax and it seems to work fine in those cases, so clearly there's something else going on here that I don't understand.
Any help you guys can provide would be greatly appreciated, thanks.
In C#, the "scope" of variables is well defined. In your code, the textures are created within the scope of the method "LoadContent" and then are deleted once the method is done. What you need to do is place the textures at a "class" level like so:
//outside of the method, and in general, should be placed near the top of the class
Texture2D tileStart;
Texture2D tileCrossJunction;
Texture2D tileTJunction;
Texture2D tileCorner;
Texture2D tileHallway;
Texture2D tileDeadEnd;
Texture2D sqrPlayer;
Texture2D sqrBaddieSmall;
Texture2D sqrBaddie;
Texture2D sqrBaddieLarge;
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
//be sure to remove Texture2D from these
//this will insure that the "class" level variables are called
tileStart = Content.Load<Texture2D>("tile_start");
tileCrossJunction = Content.Load<Texture2D>("tile_crossjunction");
tileTJunction = Content.Load<Texture2D>("tile_t-junction");
tileCorner = Content.Load<Texture2D>("tile_corner");
tileHallway = Content.Load<Texture2D>("tile_hallway");
tileDeadEnd = Content.Load<Texture2D>("tile_deadend");
sqrPlayer = Content.Load<Texture2D>("sqr_player");
sqrBaddieSmall = Content.Load<Texture2D>("sqr_baddie_small");
sqrBaddie = Content.Load<Texture2D>("sqr_baddie");
sqrBaddieLarge = Content.Load<Texture2D>("sqr_baddie_large");
}
Once you have done that, the "scope" of the variables will be at the class level, and you will be able to use them from other methods within the class.
In other words, there is no way to access a variable that is declared within a method from outside of that method (without passing it as a parameter to another method of course), the tutorials you are looking at might just be short hand, and expecting you to do it "properly".
Related
I just want to add a background image in my c# monogame main menu. I already have a main menu with buttons and a working game. Just the background is missing.
This is a part of my code:
public void LoadAssets()
{
background = ScreenManager.Texture("background");
[...] //unimportant stuff for this problem
}
public void Draw(GameTime gameTime)
{
SpriteBatch spriteBatch= new SpriteBatch();
spriteBatch.Begin();
spriteBatch.Draw(background, new Rectangle(0, 0, 800, 480), Color.White);
spriteBatch.End();
foreach (var button in mButtons)
{
button.Draw(ScreenManager.mSprites);
}
}
I get the following error CS7036 C# There is no argument given that corresponds to the required formal parameter of "graphicsDevice" from "SpriteBatch.SpriteBatch(GraphicsDevice).
I included the image in content. I don't know where is my error.
Thanks, for help!
First, you do NOT create a new SpriteBatch instance each draw call. That would be like 60 new instances per second (at 60fps)
Instead, you create it in your LoadContent() method and use it all the way in your Draw()
method:
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
[...]
}
Second, GraphicsDevice is definetly available in your Draw-Call as long as you have not messed something up really bad ;)
I've been fighting with this problems for days now, browsing through the net, yet nothing helped me solve it: I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem:
Could not load Menu/btnPlay asset!
I have set content directory: Content.RootDirectory = "Assets"; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer.
My constructor and LoadContent functions are totally empty, but have a look yourself:
public WizardGame()
{
Window.Title = "Just another Wizard game";
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Assets";
}
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
_spriteBatch = new SpriteBatch(GraphicsDevice);
Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay");
_graphics.IsFullScreen = true;
_graphics.ApplyChanges();
}
I would be glad for any help! I'm totally desperate about the problem....
Under VS2012, Windows 8 64-bits and latest MonoGame as of today (3.0.1) :
create a subfolder named Assets
set Copy to Output to anything else than Do not copy
prepend assets to your texture path when loading it
namespace GameName2
{
public class Game1 : Game
{
private Texture2D _texture2D;
private GraphicsDeviceManager graphics;
private SpriteBatch spriteBatch;
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
_texture2D = Content.Load<Texture2D>("assets/snap0009");
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
spriteBatch.Begin();
spriteBatch.Draw(_texture2D, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
Here's your texture drawn :D
Note:
By convenience I kept the original value that the content's root directory points to : Content.
However, you can also directly specify Assets in the path:
Content.RootDirectory = #"Content\Assets";
Then load your texture without prepending Assets to its path:
_texture2D = Content.Load<Texture2D>("snap0009");
Can't find the answer anywhere, hoping you guys can help, thanks in advanced.
These were loaded in the beginning of the file-
SpriteBatch mBatch;
Texture2D mTheQuantumBros2;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
mBatch = new SpriteBatch(this.graphics.GraphicsDevice);
//Create the Content Manager object to load images
ContentManager aLoader = new ContentManager(this.Services);
//Use the Content Manager to load the Cat Creature image into the Texture2D object
mTheQuantumBros2 = aLoader.Load<Texture2D>("TheQuantumBros2") as Texture2D;
// TODO: use this.Content to load your game content here
}
Error is saying the file is not found. File is TheQuantumBros2.png and I tried loading under the original game area and the content area. Neither is working and I put them in the directory and loaded them into the game on Visual Studio also. Ideas?
A few things could be happening...
Firstly, I see that you are are trying to make a new ContentManager. In my experience it is a lot easier to use the manager that is "built-in". Usually, it is either called 'contentManager', or 'Content' and is created when the class 'game1.cs' is generated. In general, it is best to simply use one content manager.
This is the correct content manager to use. In the constructor for "Game1.cs" it should say Content.RootDirectory = "Content". This tells the manager where the file is located. In your code, that is what you are missing. It simply does not know where to look for the file.
So add this to your code:
SpriteBatch mBatch;
Texture2D mTheQuantumBros2;
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
mBatch = new SpriteBatch(this.graphics.GraphicsDevice);
//Create the Content Manager object to load images
ContentManager aLoader = new ContentManager(this.Services);
//ADD THIS
aLoader.RootDirectory = "Content";
//Use the Content Manager to load the Cat Creature image into the Texture2D object
mTheQuantumBros2 = aLoader.Load<Texture2D>("TheQuantumBros2") as Texture2D;
// TODO: use this.Content to load your game content here
}
I'm a c++ programmer trying out c#. I've done a lot with box2d in c++, but this is my first time with c#. So, I'm trying to make a simple game with farseer physics engine. When I try to compile my code (I'm using visual studio c# 2010 express and xna game studio 4.0), it stops in body.cs at IBroadPhase broadPhase = World.ContactManager.BroadPhase; With this error: nullreferenceexception was unhandled. I believe the problem is in my Player class, so here's the code for that:
public class Player : Entity
{
Vector2 position;
SpriteBatch spriteBatch;
Texture2D texture;
Rectangle rectangle;
Body body;
CircleShape shape;
Fixture fixture;
public Player()
{
// TODO: Construct any child components here
}
///
/// Allows the game component to perform any initialization it needs to before starting
/// to run. This is where it can query for any required services and load content.
///
public override void Initialize(World world, SpriteBatch spriteBatch, Texture2D texture)
{
// TODO: Add your initialization code here
this.spriteBatch = spriteBatch;
this.texture = texture;
rectangle = new Rectangle(0, 0, 11, 14);
body = BodyFactory.CreateBody(world);
body.BodyType = BodyType.Dynamic;
body.Position = new Vector2(0, 0);
shape = new CircleShape(1.0f, 1.0f);
fixture = body.CreateFixture(shape);
base.Initialize(world, spriteBatch, texture);
}
///
/// Allows the game component to update itself.
///
/// <param name="gameTime" />Provides a snapshot of timing values.
public override void Update(GameTime gameTime)
{
// TODO: Add your update code here
base.Update(gameTime);
}
public override void Draw(GameTime gameTime)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, new Vector2(body.WorldCenter.X * 10, body.WorldCenter.Y * 10), rectangle, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
The farseer testbed runs fine, so I'm pretty sure my code is the problem, and not farseer. Let me know if you need to see more of my code. I've also posted this in the farseer forums, so If I get an answer there, I'll let you guys know. Thanks in advance.
Someone asked me to show the code of Game1.cs, and found the problem. The problem was that I had never constructed the world before initializing my player. It was fixed by adding world = new World(Vector2.Zero); before I initialized the player.
I am currently messing with C# XNA 4.0, but I am having some problems assigning a Texture2D to an existing Texture2D.
An example of the code shown below:
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
texDisc48 = Content.Load<Texture2D>("textures/disc_24");
texDisc48 = Content.Load<Texture2D>("textures/disc_48");
texDisc96 = Content.Load<Texture2D>("textures/disc_96");
}
// Random place in the code
texCurrentDisc = texDisc96;
But when I am trying to use the texCurrentDisc in etc Draw, I get the following error:
This method does not accept null for this parameter.
Parameter name: texture.
The texCurrentDisc is just initalized as: Texture2D texCurrentDisc;
It was simply a mistake in the code, with the texture got initialized too late, before it should draw it.
Can you load the texture using "textures/disc_96"? I thought it had to use something like "textures\disc_96". Also you assign to texDisc48 twice.
So maybe try:
texDisc24 = Content.Load<Texture2D>("textures\\disc_24");
texDisc48 = Content.Load<Texture2D>("textures\\disc_48");
texDisc96 = Content.Load<Texture2D>("textures\\disc_96");