2012-05-28 48 views
-2
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); 
     } 
    } 
} 

這是我的代碼,但它返回的調試錯誤,將突出C#XNA 4.0 spritebatch錯誤

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

,並告訴 ArgumentNullExcerption了未處理 此方法不接受空此參數。 參數名稱:紋理 錯誤是什麼?

+1

-1這個問題幾乎是相同的最後一個問題 – MattDavey

回答

2

在LoadContent中,您將創建一個新變量併爲其分配紋理,並且myTexture保持爲空。

更換

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

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