我按照http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/上的教程实现了一个相机,它遵循我的播放器sprite的放大/缩小功能。
然而,当我放大/缩小时,相机似乎要么在移动的同时慢慢远离精灵,我不认为我设置的位置正确,但我似乎无法弄清楚它需要是什么。
这里有一些片段,如果有用的话
  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;
    }提前谢谢你。
发布于 2009-11-14 19:34:49
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); 
} 因为某些原因,我在我的原始帖子中贴出的矩阵是缩放值
https://stackoverflow.com/questions/1728207
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