我想让屏幕跟随播放器,看到许多人使用矩阵让相机做他们想做的,我有点卡住了。我有一个名为Game1.cs的主要类,一个玩家类是进行运动的,大多数人在他们的相机功能中都有运动系统。我想要的是相机跟踪球员,没有缩放或旋转(目前)。
我有摄像机课的开始:
class Camera
{
public Matrix Transform;
Vector2 Position;
Viewport viewPort;
public Camera(Viewport viewport)
{
viewPort = viewport;
Position = Vector2.Zero;
}
public void Update(GameTime gameTime)
{
Transform = Matrix.CreateTranslation(Position.X, Position.Y, 0);
}
}Game1.cs:
protected override void LoadContent()
{
camera = new Camera(GraphicsDivice.Viewport);
}
Protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, camera.Transform);
//Stuff Here
spriteBatch.End();
base.Draw(gameTime);
},我错过了什么?如何解决这个问题?
我应该如何添加我的Player.cs类?
编辑: 10:36 3/17/2014
我让它跟随播放器,将矩阵转换更改为一个方法,并将Transform()添加到SpriteBatch.Begin()中。我还添加了一个public Player thing(Player player),使位置与球员的位置相等。但是玩家被困在屏幕的左边。
如何使播放器处于屏幕中央?
代码现在如下所示:
class Camera
{
Player player;
public Vector2 Position;
Viewport viewPort;
public Matrix Transform()
{
var translationMatrix = Matrix.CreateTranslation(new Vector3(-Position.X, 0, 0));
return translationMatrix;
}
public Player thing(Player player)
{
Position = player.Position;
return player;
}
public Camera(Viewport viewport)
{
viewPort = viewport;
}
public void Update(GameTime gameTime)
{
}
}发布于 2014-03-17 21:44:33
播放机被卡在屏幕的左侧,因为您将播放器的位置设置为与摄像机的位置相同。您需要设置偏移量:
Vector2 offset = new Vector2(GraphicsDeviceManager.PreferredBackBufferWidth / 2, 0); //or whatever you like; new Vector2(100, 0) for an instance
Position = player.Position + offset; // plus or minus don't know just testhttps://stackoverflow.com/questions/22456589
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