XNA 2D Camera Engine That Follows Sprite

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猫巷女王i
猫巷女王i 2020-12-12 11:56

What is the best way to create a parallax effect in an XNA game? I would like the camera to follow my sprite as it moves across the world, that way I can build in effects li

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  • 2020-12-12 12:42

    Here are some tutorials on implementing a 2D camera in XNA:

    1. http://www.paradeofrain.com/?page_id=32
    2. http://gamecamp.no/blogs/tutorials/archive/2008/01/29/creating-a-simple-xna-camera-class.aspx
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  • 2020-12-12 12:47

    Here's another one

    http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/

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  • 2020-12-12 12:52

    I know it's an old question but i had the same one and i have found this great Monogame camera library so i thought i should share...

    https://github.com/aloisdeniel/Comora

    It is really easy to install and to follow sprite you only need to add

    this.camera.Position = position of your sprite;

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  • 2020-12-12 13:01

    So I figured it out using a combination of the tutorials above and have created the class below. It tweens towards your target and follows it around. Try it out.

    public interface IFocusable
    {
        Vector2 Position { get; }
    }
    
    public interface ICamera2D
    {
        /// <summary>
        /// Gets or sets the position of the camera
        /// </summary>
        /// <value>The position.</value>
        Vector2 Position { get; set; }
    
        /// <summary>
        /// Gets or sets the move speed of the camera.
        /// The camera will tween to its destination.
        /// </summary>
        /// <value>The move speed.</value>
        float MoveSpeed { get; set; }
    
        /// <summary>
        /// Gets or sets the rotation of the camera.
        /// </summary>
        /// <value>The rotation.</value>
        float Rotation { get; set; }
    
        /// <summary>
        /// Gets the origin of the viewport (accounts for Scale)
        /// </summary>        
        /// <value>The origin.</value>
        Vector2 Origin { get; }
    
        /// <summary>
        /// Gets or sets the scale of the Camera
        /// </summary>
        /// <value>The scale.</value>
        float Scale { get; set; }
    
        /// <summary>
        /// Gets the screen center (does not account for Scale)
        /// </summary>
        /// <value>The screen center.</value>
        Vector2 ScreenCenter { get; }
    
        /// <summary>
        /// Gets the transform that can be applied to 
        /// the SpriteBatch Class.
        /// </summary>
        /// <see cref="SpriteBatch"/>
        /// <value>The transform.</value>
        Matrix Transform { get; }
    
        /// <summary>
        /// Gets or sets the focus of the Camera.
        /// </summary>
        /// <seealso cref="IFocusable"/>
        /// <value>The focus.</value>
        IFocusable Focus { get; set; }
    
        /// <summary>
        /// Determines whether the target is in view given the specified position.
        /// This can be used to increase performance by not drawing objects
        /// directly in the viewport
        /// </summary>
        /// <param name="position">The position.</param>
        /// <param name="texture">The texture.</param>
        /// <returns>
        ///     <c>true</c> if the target is in view at the specified position; otherwise, <c>false</c>.
        /// </returns>
        bool IsInView(Vector2 position, Texture2D texture);
    }
    
    public class Camera2D : GameComponent, ICamera2D
    {
        private Vector2 _position;
        protected float _viewportHeight;
        protected float _viewportWidth;
    
        public Camera2D(Game game)
            : base(game)
        {}
    
        #region Properties
    
        public Vector2 Position
        {
            get { return _position; }
            set { _position = value; }
        }
        public float Rotation { get; set; }
        public Vector2 Origin { get; set; }
        public float Scale { get; set; }
        public Vector2 ScreenCenter { get; protected set; }
        public Matrix Transform { get; set; }
        public IFocusable Focus { get; set; }
        public float MoveSpeed { get; set; }
    
        #endregion
    
        /// <summary>
        /// Called when the GameComponent needs to be initialized. 
        /// </summary>
        public override void Initialize()
        {
            _viewportWidth = Game.GraphicsDevice.Viewport.Width;
            _viewportHeight = Game.GraphicsDevice.Viewport.Height;
    
            ScreenCenter = new Vector2(_viewportWidth/2, _viewportHeight/2);
            Scale = 1;
            MoveSpeed = 1.25f;
    
            base.Initialize();
        }
    
        public override void Update(GameTime gameTime)
        {
            // Create the Transform used by any
            // spritebatch process
            Transform = Matrix.Identity*
                        Matrix.CreateTranslation(-Position.X, -Position.Y, 0)*
                        Matrix.CreateRotationZ(Rotation)*
                        Matrix.CreateTranslation(Origin.X, Origin.Y, 0)*
                        Matrix.CreateScale(new Vector3(Scale, Scale, Scale));
    
            Origin = ScreenCenter / Scale;
    
            // Move the Camera to the position that it needs to go
            var delta = (float) gameTime.ElapsedGameTime.TotalSeconds;
    
            _position.X += (Focus.Position.X - Position.X) * MoveSpeed * delta;
            _position.Y += (Focus.Position.Y - Position.Y) * MoveSpeed * delta;
    
            base.Update(gameTime);
        }
    
        /// <summary>
        /// Determines whether the target is in view given the specified position.
        /// This can be used to increase performance by not drawing objects
        /// directly in the viewport
        /// </summary>
        /// <param name="position">The position.</param>
        /// <param name="texture">The texture.</param>
        /// <returns>
        ///     <c>true</c> if [is in view] [the specified position]; otherwise, <c>false</c>.
        /// </returns>
        public bool IsInView(Vector2 position, Texture2D texture)
        {
            // If the object is not within the horizontal bounds of the screen
    
            if ( (position.X + texture.Width) < (Position.X - Origin.X) || (position.X) > (Position.X + Origin.X) )
                return false;
    
            // If the object is not within the vertical bounds of the screen
            if ((position.Y + texture.Height) < (Position.Y - Origin.Y) || (position.Y) > (Position.Y + Origin.Y))
                return false;
    
            // In View
            return true;
        }
    }
    

    And Here is how you would use it with SpriteBatch:

    spriteBatch.Begin(SpriteBlendMode.AlphaBlend,
                      SpriteSortMode.FrontToBack,
                      SaveStateMode.SaveState,
                      Camera.Transform);
    spriteBatch.Draw(_heliTexture,
                     _heliPosition,
                     heliSourceRectangle,
                     Color.White,
                     0.0f,
                     new Vector2(0,0),
                     0.5f,
                     SpriteEffects.FlipHorizontally,
                     0.0f);
    spriteBatch.End();
    

    Let Me know if this helps you out, and thanks to StackOverflow and the community. W00t!

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