上一篇我们提到游戏的全屏窗口及退出,接下去我们来探讨如何设置游戏窗口的大小(即游戏分辨率)

 

首先打开Game1.cs文件,找到Game1类的构造函数,public Game1(),在【Content.RootDirectory = “Content”;】下面输入来设置游戏界面的大小

graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;

 

点击【启动】

image

各位可以注意到800×600只是游戏部分,不包括标题栏的高度。

image

加入【graphics.IsFullScreen = true;】将游戏设置为全屏,点击【启动】

graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
graphics.IsFullScreen = true;

 

这时候看到的游戏是全屏状态,但上面的【这是我的第一个游戏】明显有锯齿,不够清晰。因为游戏的分辨率只有800×600。在大于该分辨率的显示器下会出现拉伸的模糊状态!

image

接下去,我们使用点击键盘上的F12键,来修改游戏的分辨率。找到Update(GameTime gameTime)。在上一篇全屏代码的下面加入

if (keyboardState.IsKeyDown(Keys.F12))
 {
        graphics.PreferredBackBufferWidth = 1920;
        graphics.PreferredBackBufferHeight = 1080;
        graphics.ApplyChanges();
  }

点击【启动】

image

游戏运行以后,按下键盘上的F12,这时候你会发现,全屏游戏上的【这是我的第一个游戏】变清晰了!这是因为虽然还是全屏,但分辨率从800×600变为1920×1080,刚好是标准1080P显示器的大小。

要注意一点。在修改分辨率后,要使用graphics的ApplyChanges()方法,才会生效!

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";
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.IsFullScreen = true;
        }
        

        /// <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();
            }
            if (keyboardState.IsKeyDown(Keys.F12))
            {
                graphics.PreferredBackBufferWidth = 1920;
                graphics.PreferredBackBufferHeight = 1080;
                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);
        }
    }
}