在VS2012上使用XNA3.1

    似乎网上说XNA3.1只能安装在VS2008上,但实际上如果只是需要基本的功能的话只要有相关的两个DLL即可。

    下面来说一下在VS2012上使用XNA3.1引擎的方法:

    1、新建一个空项目,添加“Microsoft.Xna.Framework.dll“和“Microsoft.Xna.Framework.Game.dll“两个引用,这两个引用均可以在XNA Game Studio的目录里找到,我引用的是C:\Program Files (x86)\Microsoft XNA\XNA Game Studio\v3.1\References\Windows\x86里的两个;

    2、设置项目属性,把目标框架调到.NET3.5或更低版本,把输出类型改成Windows应用程序,把生成选项中的目标平台调到x86;

    3、创建Program.cs和Game1.cs,写入相应代码,这个可以直接从原来的XNA模版里复制过来,这里附上我的:


//Program.cs

using System;

namespace XNAProject
{
    static class Program
    {
        static void Main(string[] args)
        {
            using (Game1 game = new Game1())
            {
                game.Run();
            }
        }
    }
}

//Game1.cs

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;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace WindowsGame1
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        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
        }

        /// <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.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}

    这样便可以成功运行了,你可以将其保存成一个模版,以备以后使用。

    P.S:这种方法虽然可以运行XNA3.1,但依然缺少了Content等一些辅助功能,需要自己解决

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