I'm making a Windows Phone game and I'm a beginner in XNA. My Problem is with the Content.RootDirectory = "Content";
that is in my main file. When I start the debugging, it tell me that in my subclass files can't find the logo that is in the Content when I put another
Content_logo.RootDirectory= "Content";
Logo_Texture2d = Content_logo.Load<Texture2D>("Logo");
If I try making another root Directory an error shows up saying that This property cannot be changed after content has been loaded into the ContentManager. My question is how can I load up my texture from the content directory from a subclass.
public class MainFile : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
ScreenStates screentState;
Rectangle TouchS_Y_X;
Logo logo;
Menu0 menu;
Choose_Pets choose_pets;
ScreenStates.CurrentGameState GameState;
public MainFile()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
// Frame rate is 30 fps by default for Windows Phone.
TargetElapsedTime = TimeSpan.FromTicks(333333);
// Extend battery life under lock.
InactiveSleepTime = TimeSpan.FromSeconds(1);
this.screentState = new ScreenStates();
///choose_pets = new Choose_Pets();
choose_pets = new Choose_Pets();
logo = new Logo();
menu = new Menu0();
}
protected override void Initialize()
{
// TODO: Add your initialization logic here
GameState = ScreenStates.CurrentGameState.Logo;
base.Initialize();
}
protected override void LoadContent()
{
TouchS_Y_X = new Rectangle(0, 0, 1, 1);
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
this.menu.Load_Menu(GraphicsDevice, Content);
choose_pets.Load_ChoosePet(Content, GraphicsDevice);
// TODO: use this.Content to load your game content here
base.LoadContent();
}
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
//this.logo.Unload_logo(Content);
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
#region Games States
switch (GameState)
{
case ScreenStates.CurrentGameState.Logo:
logo.Update_logo(gameTime);
this.logo.Load(this.Content, this.GraphicsDevice);
if (logo.FadeOut_logo == true)
GameState = ScreenStates.CurrentGameState.Menu;
break;
case ScreenStates.CurrentGameState.Menu:
menu.Update_Menu(gameTime);
break;
case ScreenStates.CurrentGameState.CharactersChooser:
//choose_pets.Update_petchoose(gameTime);
break;
}
#endregion
// TODO: Add your update logic here
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
#region GameStateDraw
spriteBatch.Begin();
switch(GameState)
{
case ScreenStates.CurrentGameState.Logo:
logo.Draw(spriteBatch);
break;
//Menu Draw State
case ScreenStates.CurrentGameState.Menu:
menu.Draw_Menu(spriteBatch);
break;
case ScreenStates.CurrentGameState.CharactersChooser:
// choose_pets.Draw_petChoose(spriteBatch);
break;
}
spriteBatch.End();
#endregion
base.Draw(gameTime);
}
}
}
And this is my subclass Logo that is my first enumerator to be show in the screen..
class Logo
{
Texture2D Logo_Texture2d;
Rectangle Logo_Rec;
Color Logo_color;
public bool FadeOut_logo = false;
public double _Timer_logo;
SpriteFont Norm_fonts;
public void Load(ContentManager Content_logo, GraphicsDevice graphics_logo)
{
Logo_Texture2d = Content_logo.Load<Texture2D>("Logo");
Logo_Rec = new Rectangle(0, 0, graphics_logo.Viewport.Width, graphics_logo.Viewport.Height);
Norm_fonts = Content_logo.Load<SpriteFont>("Fonts\\Normal_Font");
}
//public void Unload_logo(ContentManager Content_logo)
// {
// if (FadeOut_logo == true)
// Content_logo.Unload();
//}
public void Update_logo(GameTime gametime_logo)
{
_Timer_logo += gametime_logo.ElapsedGameTime.TotalSeconds;
if (gametime_logo.ElapsedGameTime.TotalSeconds >= 10)
Logo_color.A--; Logo_color.B--; Logo_color.G--; Logo_color.R--;
if (Logo_color.B == 0)
FadeOut_logo = true;
}
public void Draw(SpriteBatch spriteBatch)
{
spriteBatch.Draw(Logo_Texture2d, Logo_Rec, Logo_color);
spriteBatch.DrawString(Norm_fonts, "CurrentState: Logo" + " Timer: " + ((int)_Timer_logo).ToString(), new Vector2(0, 0), Color.White);
}
}
}
the debugging stop because it cant find the logo and my image format is .png so is not the format.
When XNA compiles, it imports and process all assets - textures, sound, music, fonts, etc. - into .xnb files. The standard filetype for texture is .png.
If the texture cannot be found, it probably means that it is not being imported. Add content by right-clicking ProjectNameContent (Content) -> Add -> Existing Item in the Solution Explorer.
When you've done this, make sure that the Content Importer and Content Processor properties of the texture are both set to "Texture - XNA Framework".
On a side note, you are calling Logo.Load() from within MainFile.Update() upon each step - it might be a good idea to change this.