c# - ContentLoadException in MonoGame -
i've been trying load texture in monogame using xamarin studio. code set below :
#region using statements using system; using microsoft.xna.framework; using microsoft.xna.framework.graphics; using microsoft.xna.framework.storage; using microsoft.xna.framework.input; #endregion namespace testgame { /// <summary> /// main type game /// </summary> public class game1 : game { graphicsdevicemanager graphics; spritebatch spritebatch; //game world texture2d texture; vector2 position = new vector2(0,0); public game1 () { graphics = new graphicsdevicemanager (this); content.rootdirectory = "content"; graphics.isfullscreen = false; } /// <summary> /// allows game perform initialization needs before starting run. /// can query required services , load non-graphic /// related content. calling base.initialize enumerate through components /// , initialize them well. /// </summary> protected override void initialize () { // todo: add initialization logic here base.initialize (); } /// <summary> /// loadcontent called once per game , place load /// of content. /// </summary> protected override void loadcontent () { // create new spritebatch, can used draw textures. spritebatch = new spritebatch (graphicsdevice); //content texture = content.load<texture2d>("player"); } /// <summary> /// allows game run logic such updating world, /// checking collisions, gathering input, , playing audio. /// </summary> /// <param name="gametime">provides snapshot of timing values.</param> protected override void update (gametime gametime) { // mobile devices, logic close game when button pressed if (gamepad.getstate (playerindex.one).buttons.back == buttonstate.pressed) { exit (); } // todo: add update logic here base.update (gametime); } /// <summary> /// called when game should draw itself. /// </summary> /// <param name="gametime">provides snapshot of timing values.</param> protected override void draw (gametime gametime) { graphics.graphicsdevice.clear (color.cornflowerblue); //draw spritebatch.begin (); spritebatch.draw (texture, position, color.white); spritebatch.end (); base.draw (gametime); } } }
when debug it gives me error :
microsoft.xna.framework.content.contentloadexception: not load player asset non-content file! ---> microsoft.xna.framework.content.contentloadexception: directory not found. ---> system.io.directorynotfoundexception: not find part of path 'c:\users\flame\documents\projects\testgame\testgame\bin\debug\content\player.xnb'. ---> system.exception:
--- end of inner exception stack trace ---
at @ system.io.__error.winioerror(int32 errorcode, string maybefullpath)
at @ system.io.filestream.init(string path, filemode mode, fileaccess access, int32 rights, boolean userights, fileshare share, int32 buffersize, fileoptions options, security_attributes secattrs, string msgpath, boolean bfromproxy, boolean uselongpath)
at @ system.io.filestream..ctor(string path, filemode mode, fileaccess access, fileshare share, int32 buffersize, fileoptions options, string msgpath, boolean bfromproxy)
at @ system.io.filestream..ctor(string path, filemode mode, fileaccess access, fileshare share)
at @ system.io.file.openread(string path)
at @ microsoft.xna.framework.titlecontainer.openstream(string name)
at @ microsoft.xna.framework.content.contentmanager.openstream(string assetname)
--- end of inner exception stack trace ---
at @ microsoft.xna.framework.content.contentmanager.openstream(string assetname)
at @ microsoft.xna.framework.content.contentmanager.readasset[t](string assetname, action`1 recorddisposableobject)
--- end of inner exception stack trace ---
at @ microsoft.xna.framework.content.contentmanager.readasset[t](string assetname, action`1 recorddisposableobject)
at @ microsoft.xna.framework.content.contentmanager.load[t](string assetname)
at testgame.game1.loadcontent() in c:\users\flame\documents\projects\testgame\testgame\game1.cs:0
at @ microsoft.xna.framework.game.initialize()
at testgame.game1.initialize() in c:\users\flame\documents\projects\testgame\testgame\game1.cs:0
at @ microsoft.xna.framework.game.doinitialize()
at @ microsoft.xna.framework.game.run(gamerunbehavior runbehavior)
at @ microsoft.xna.framework.game.run()
at testgame.program.main() in c:\users\flame\documents\projects\testgame\testgame\program.cs:0
so doing wrong?
set 'build action'
of png file 'content'
, set 'copy output directory'
'copy if newer'
.
you can bring properties window in xamarin studio ctrl clicking file , pressing properties.
you shouldn't include file extension.
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