嘿我正在尝试让我的相机跟随我的精灵,由于某种原因,精灵总是比我的相机移动得更快,我的相机无法夹到屏幕上。我想这样做,以便相机始终以精灵为中心,并在他移动时跟随他。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace wintertermrpg
{
public class AnimatedSprite
{
public enum Facing
{
Left,
Right,
Up,
Down
}
public Facing facingDirection;
public Dictionary<string, FrameAnimation> Animations = new Dictionary<string, FrameAnimation>();
Camera cam = new Camera();
public Vector2 Position = Vector2.Zero;
Texture2D texture;
public bool IsCharacter = false;
public bool isAnimating = true;
string animationName = null;
float speed = 2f;
public float Speed
{
get { return speed; }
set { speed = Math.Max(value, .1f); }
}
public string CurrentAnimationName
{
get { return animationName; }
set
{
if (Animations.ContainsKey(value))
animationName = value;
}
}
public Vector2 OriginOffset = Vector2.Zero;
public Vector2 Origin
{
get { return Position + OriginOffset; }
}
public Vector2 Center
{
get
{
return Position + new Vector2(
CurrentAnimation.currentRect.Width / 2,
CurrentAnimation.currentRect.Height / 2);
}
}
public FrameAnimation CurrentAnimation
{
get
{
if (!string.IsNullOrEmpty(animationName))
return Animations[animationName];
else
return null;
}
}
public AnimatedSprite(Texture2D texture, bool isCharacter)
{
this.texture = texture;
IsCharacter = isCharacter;
}
public AnimatedSprite(Texture2D texture, bool isCharacter, Camera cam)
{
this.texture = texture;
IsCharacter = isCharacter;
this.cam = cam;
}
public void clampToArea(int width, int height)
{
if (Position.X < 0)
Position.X = 0;
if (Position.Y < 0)
Position.Y = 0;
if (Position.X > width - CurrentAnimation.currentRect.Width)
Position.X = width - CurrentAnimation.currentRect.Width;
if (Position.Y > height - CurrentAnimation.currentRect.Height)
Position.Y = height - CurrentAnimation.currentRect.Height;
}
private void updateSpriteAnimation(Vector2 motion)
{
float motionAngle = (float)Math.Atan2(motion.Y, motion.X);
if (motionAngle >= -MathHelper.PiOver4 &&
motionAngle <= MathHelper.PiOver4)
CurrentAnimationName = "Right";
else if (motionAngle >= -MathHelper.PiOver4 &&
motionAngle <= 3f * MathHelper.PiOver4)
CurrentAnimationName = "Down";
else if (motionAngle <= -MathHelper.PiOver4 &&
motionAngle >= -3f * MathHelper.PiOver4)
CurrentAnimationName = "Up";
else
CurrentAnimationName = "Left";
}
public void update(GameTime gameTime)
{
GamePadState state = GamePad.GetState(PlayerIndex.One);
if (IsCharacter)
{
Vector2 movement = Vector2.Zero;
if (state.ThumbSticks.Left.X < 0)
{
movement.X--;
facingDirection = Facing.Left;
}
if (state.ThumbSticks.Left.X > 0)
{
movement.X++;
facingDirection = Facing.Right;
}
if (state.ThumbSticks.Left.Y > 0)
{
movement.Y--;
facingDirection = Facing.Up;
}
if (state.ThumbSticks.Left.Y < 0)
{
movement.Y++;
facingDirection = Facing.Down;
}
if (movement != Vector2.Zero)
{
movement.Normalize();
Position += movement;
cam.Pos = Position;
updateSpriteAnimation(movement);
isAnimating = true;
}
else
isAnimating = false;
}
if (!isAnimating)
return;
FrameAnimation animation = CurrentAnimation;
if (animation == null)
{
if (Animations.Count > 0)
{
string[] keys = new string[Animations.Count];
Animations.Keys.CopyTo(keys, 0);
animationName = keys[0];
animation = CurrentAnimation;
}
else
return;
}
animation.Update(gameTime);
}
public void draw(SpriteBatch sb)
{
FrameAnimation animation = CurrentAnimation;
if (animation != null)
{
sb.Draw(texture, Position, animation.currentRect, Color.White);
}
}
}
}
答案 0 :(得分:6)
您的相机需要为SpriteBatch.Begin方法生成视图矩阵。视图矩阵必须进行两次翻译。
以下代码显示了执行此操作的相机类:
using Microsoft.Xna.Framework;
namespace wintertermrpg
{
public class Camera
{
public Matrix viewMatrix;
private Vector2 m_position;
private Vector2 m_halfViewSize;
public Camera(Rectangle clientRect)
{
m_halfViewSize = new Vector2(clientRect.Width * 0.5f, clientRect.Height * 0.5f);
UpdateViewMatrix();
}
public Vector2 Pos
{
get
{
return m_position;
}
set
{
m_position = value;
UpdateViewMatrix();
}
}
private void UpdateViewMatrix()
{
viewMatrix = Matrix.CreateTranslation(m_halfViewSize.X - m_position.X, m_halfViewSize.Y - m_position.Y, 0.0f);
}
}
}
然后你只需要在SpriteBatch.Begin方法中设置视图矩阵:
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, m_camera.viewMatrix);
答案 1 :(得分:0)
这可能是您尝试做的更简单的解决方案。
让你的角色在隐形框内的屏幕上。每当角色试图移动到这个边界框之外时,你可以将关卡滚动到他的动作。如果您希望绝对相机专注于角色,您只需滚动角色周围的等级即可。您仍然需要跟踪屏幕上的角色位置和关卡的偏移滚动。如果你有这两个,你知道你的角色在“等级”中的哪个位置会发生碰撞。
如果这不是你想要的,我很抱歉,但这是一个更简单的方法。