在回答此问题时,我们首先需要了解XNA游戏开发以及验证代码在360上的运行方式。XNA是一种由微软开发的游戏开发技术,旨在通过C#和.NET框架为玩家提供快速的游戏开发和发布的方便。
答案如下:
XNA是一种游戏开发技术,可以让玩家通过C#和.NET框架快速地开发游戏。而在实际开发过程中,为了确保游戏能够在不同的平台上运行,需要验证代码是否可以在360上运行。
验证代码是否可以在360上运行的方法之一是通过使用Windows API以及360的模拟器来测试游戏是否可以在360上运行。具体而言,可以创建一个名为“C# Console Application”的新项目,并在其中编写一些简单的代码来检查游戏是否能够运行。下面是一个示例代码:
using System;
class Program
{
static void Main(string[] args)
{
var game = new System.Windows.Media.Media3D.Game();
if (!game.IsGameProjectLoaded())
{
Console.WriteLine("There is an issue with your game project.");
return;
}
var graphics = new GraphicsDeviceManager(game);
game.RunWithGraphics(graphics, new ConsoleGame(graphics, new Vector3(0, 0, 0)));
}
}
class ConsoleGame : Game3DEventQueue<Game3DEvent>
{
ConsoleGame(GraphicsDeviceManager graphics, Vector3 position)
: base(graphics)
{
graphics.PreferredBackBufferFormat = DisplayDevice.CurrentBackBufferFormat;
graphics.PreferredDepthStencilFormat = DisplayDevice.CurrentDepthStencilFormat;
graphics.PreferredSwapChainPresentMode = DisplayDevice.CurrentSwapChainPresentMode;
position = Vector3.Zero;
}
protected override GraphicsDevice CreateGraphicsDevice() => new GraphicsDeviceWithSwapChain();
GraphicsDeviceWithSwapChain GraphicsDevice
{
get
{
var device = new GraphicsDevice(GraphicsDeviceManager.PreferredBackBufferFormat)
{
PresentParameters.MultiSampleType = GraphicsMultiSampleType.Full,
PresentParameters.MultiSampleQuality = GraphicsMultiSampleQuality.Low,
};
SwapChainDescriptionSwapChainDescription = new SwapChainDescription
{
ModeDescription = new SwapChainModeDescription
{
Mode = SwapChainMode.Default,
SampleDescription = new SampleDescription(),
SwapEffect = SwapEffect.Present,
Usage = Usage.Dynamic,
Flags = SwapChainFlags.None,
}
};
device.Extensions.Add(new GraphicsDeviceExtension.PnextObject<ISwapChainDescription>(SwapChainDescription));
var factory = CreateDeviceFactory(device, GraphicsDeviceManager.PreferredDepthStencilFormat);
_graphicsDevice = device;
_swapChain = factory.CreateSwapChain();
_swapChain.ResizeBuffers(SwapChainDescription.BackBufferCount, SwapChainFormat.Unknown, 0, 0);
_depthFormat = GraphicsDeviceManager.PreferredDepthStencilFormat;
// Allocate resources.
// ...
LoadContent();
// Create render target.
var renderTarget = factory.CreateRenderTarget(device, 1920, 1920, 1, _depthFormat, FormatUsage.DepthStencilOnly);
// ...
// Begin the main event loop.
Application.Run(_window);
// ...
// ...
}
}
在这个示例代码中,首先创建了一个名为ConsoleGame的Game3DEventQueue继承自游戏,然后指定游戏要使用的 GraphicsDevice、设备类型、 GraphicsDeviceManager和设备描述、 SwapChainDescription、 SwapChainMode和 SampleDescription等参数来进行游戏开发。
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