在XNA游戏中创建视差效果的最佳方法是什么?我希望相机能够跟踪我的精灵,因为它在世界各地移动,这样我就可以构建缩放,平移,摇动和其他效果等效果.任何人都有一个很好的例子说明如何做到这一点,最好是在GameComponent中?
所以我使用上面的教程的组合想出来,并创建了下面的类.它向你的目标补间并跟随它.试试看.
public interface IFocusable { Vector2 Position { get; } } public interface ICamera2D { ////// Gets or sets the position of the camera /// ///The position. Vector2 Position { get; set; } ////// Gets or sets the move speed of the camera. /// The camera will tween to its destination. /// ///The move speed. float MoveSpeed { get; set; } ////// Gets or sets the rotation of the camera. /// ///The rotation. float Rotation { get; set; } ////// Gets the origin of the viewport (accounts for Scale) /// ///The origin. Vector2 Origin { get; } ////// Gets or sets the scale of the Camera /// ///The scale. float Scale { get; set; } ////// Gets the screen center (does not account for Scale) /// ///The screen center. Vector2 ScreenCenter { get; } ////// Gets the transform that can be applied to /// the SpriteBatch Class. /// ////// The transform. Matrix Transform { get; } ////// Gets or sets the focus of the Camera. /// ////// The focus. IFocusable Focus { get; set; } ////// 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 /// /// The position. /// The texture. ////// 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 ///true if the target is in view at the specified position; otherwise,false . ////// Called when the GameComponent needs to be initialized. /// 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); } ////// 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 /// /// The position. /// The texture. ////// 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; } }true if [is in view] [the specified position]; otherwise,false . ///
以下是您将如何使用它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();
让我知道这是否有助于您,并感谢StackOverflow和社区.W00t!
以下是在XNA中实现2D相机的一些教程:
http://www.paradeofrain.com/?page_id=32
http://gamecamp.no/blogs/tutorials/archive/2008/01/29/creating-a-simple-xna-camera-class.aspx