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我遇到了monogame问题。目前,我看像这样的解决方案:我继续在我的项目上工作禁用Windows 10重新缩放xna/monogame
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
gameState = new GameState(All_Textures, AllSpritefontTexts, oldState, oldMouse); //All textures have a key, with as return: texture, starting point, clickarea
}
protected override void Initialize()
{
base.Initialize();
oldState = Keyboard.GetState();
oldMouse = Mouse.GetState();
IsMouseVisible = true; //You can see the cursor
//graphics.IsFullScreen = true; //DISABLED FOR DEVELOPING REASONS
graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; //Set xna resolution height to curr screen resolution
graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; //Set xna resolution width to curr screen resolution
graphics.ApplyChanges();
}
有了这个,最近开始测试在其他计算机上我的比赛。很多电脑都有一个窗口10放大,就像在图像中看到的一样。
这会导致我的monogame图像和spritefonts被放错地方并且相互重叠,更不用说我生成的hitboxes了。我的问题是:'如何在monogame中以编程方式禁用此放大倍数?'
如果您需要更多的代码,看看之前你能回答我的问题,我的整个应用程序可以在这里找到https://github.com/FireStormHR/SeriousGaming