2D游戏中的XNA矩阵相机比例问题

时间:2009-11-13 09:41:12

标签: matrix xna camera

我按照教程进行操作 http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/使用放大/缩小功能来实现跟随我的播放器精灵的相机。

然而,当我放大/缩小相机时,相机似乎要么在移动时慢慢离开精灵,我认为我没有设置正确的位置,但我似乎无法弄清楚它需要什么是。

如果有帮助的话,这里有一些片段

  if (cam.Follow)
        {
            RectangleF temp = playerBoundingBox;
            cam.Pos = new Vector2(
                (temp.X + temp.Width / 2)*cam.Zoom,
               temp.Y + temp.Height / 2) * cam.Zoom;
        }



    public Matrix get_transformation(GraphicsDevice graphicsDevice)
    {
        _transform =
            // Add Zoom
              Matrix.CreateScale(
               new Vector3((_zoom * _zoom * _zoom),
                                 (_zoom * _zoom * _zoom), 0))
            // Add Camera Rotation
             * Matrix.CreateRotationZ(_rotation)
            // Add Camera Position
             * Matrix.CreateTranslation(
                new Vector3((graphicsDevice.Viewport.Width * 0.5f) - _pos.X,
                                 (graphicsDevice.Viewport.Height * 0.5f) - _pos.Y,
                                  0));
        return _transform;
    }

提前谢谢。

1 个答案:

答案 0 :(得分:3)

我通过http://xnachat.com/

找到了答案
Position = Vector2.Zero;
ScreenPosition = new Vector2(GraphicsDevice.ViewPort.Width / 2, GraphicsDevice.ViewPort.Height / 2);
Zoom = Vector2.Zero;
Rotation = 0;
public virtual Matrix ViewTransformationMatrix() 
{ 
    Vector3 matrixRotOrigin = new Vector3(Position, 0); 
    Vector3 matrixScreenPos = new Vector3(ScreenPosition, 0.0f); 

    return Matrix.CreateTranslation(-matrixRotOrigin) * 
        Matrix.CreateScale(Zoom.X, Zoom.Y, 1.0f) * 
        Matrix.CreateRotationZ(Rotation) * 
        Matrix.CreateTranslation(matrixScreenPos); 
} 

可能是正确使用的矩阵,由于某种原因我在原始帖子中发布的矩阵变焦值