Reputation: 4084
I followed the tutorial on http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ to achieve a camera that follows my player sprite with zoom in/out functionality.
however, when I zoom in/out the camera seems to either slowly move away from the sprite whilst moving, I don't think I'm setting the position right, but I can't seem to figure out what it needs to be.
Here's some snippets if it helps
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;
}
thank you in advance.
Upvotes: 0
Views: 2986
Reputation: 4084
I found the answer through http://xnachat.com/
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);
}
would have been the correct matrix to use, for some reason the matrix I posted in my original post cubes the zoom value
Upvotes: 3