UPDATE
这个问题也在https://github.com/mono/MonoGame/issues/2492中讨论过
问题是如果应用程序仅允许以横向方向运行,而不是在使用纵向或两者时运行.
有一个以monogame编码的安卓游戏,我得到了一个设置为FullScreen = true的GraphicsDeviceManager.
我使用GraphicsDevice.Viewport.Height和GraphicsDevice.Viewport.Width来确定设备的分辨率.
这是非常好的,直到我得到三星更新,并不得不关闭FastDev.
最大的神秘问题:
当我使用pc进行调试时,视口的高度和宽度设置正确.但是当我在视口1-2次后拔掉并播放应用程序.Height变为设备宽度,并且viewport.Width成为设备高度,这完全使游戏无法播放.
很难找到解决方案,因为当我调试并将电缆从PC连接到设备时,这种情况永远不会发生.
任何人都有任何想法可能是什么?
我现在可以确认这是因为三星更新
我制作了世界上最简单的Android应用程序来测试它,只是得到一个带有背景图像“bg”的主机和一个spritefront打印出viewport.Width和viewport.Height.
这是代码:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace TestRes
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
SpriteFont font;
Rectangle _mainFrame;
Texture2D _background;
string text;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = true;
//graphics.PreferredBackBufferWidth = 800;
// graphics.PreferredBackBufferHeight = 480;
graphics.SupportedOrientations = displayOrientation.LandscapeLeft;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting
/// This is where it can query for any required services and load any non-
/// 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();
text = "";
}
/// <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);
_background = Content.Load<Texture2D>("Bilder/bg");
_mainFrame = new Rectangle(0,this.GraphicsDevice.Viewport.Width,this.GraphicsDevice.Viewport.Height);
// Todo: use this.Content to load your game content here
font = Content.Load<SpriteFont>("spriteFont1");
}
/// <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)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.pressed)
{
Exit();
}
text = "ScreenWidth: " + this.GraphicsDevice.Viewport.Width + ",screenheight: " + this.GraphicsDevice.Viewport.Height;
// 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)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
spriteBatch.Draw(_background,_mainFrame,Color.White);
spriteBatch.DrawString(font,text,new Vector2(16,1000),Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
从VS部署时,一切都很好,viewport.width是实际的设备宽度,viewport.height是实际的设备高度.但是当试图从三星galaxy S4主动部署(有时你需要尝试2-3次)时,突然间Viewport.Height是设备宽度而另一种方式,这使得背景图片只是覆盖了一点的屏幕.
拍了照片来表明:
解决方法
检查版本3.6,并修复了错误.