Colin McMillen
ff0c9ddc26
Instead of having every drawable object know how to transform itself based on the camera position, we pass in a transformation matrix to spriteBatch.Draw(). Unfortunately MonoGame only lets us specify a translation that works over an entire SpriteBatch.Begin() call, so we need to begin & end separately for objects that *aren't* supposed to translate at the same rate as the camera. Fixes #39. GitOrigin-RevId: afab72c39236b1b46fe1597412209981ddae9c7c
30 lines
930 B
C#
30 lines
930 B
C#
using Microsoft.Xna.Framework;
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using System;
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// Good background reading, eventually:
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// https://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
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namespace SemiColinGames {
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class Camera {
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private Rectangle bbox = new Rectangle(0, 0, 1920 / 4, 1080 / 4);
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public int Width { get => bbox.Width; }
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public int Height { get => bbox.Height; }
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public int Left { get => bbox.Left; }
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public int Top { get => bbox.Top; }
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public void Update(Point player, int worldWidth) {
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int diff = player.X - bbox.Center.X;
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if (Math.Abs(diff) > 16) {
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bbox.Offset((int) (diff * 0.1), 0);
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}
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if (bbox.Left < 0) {
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bbox.Offset(-bbox.Left, 0);
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}
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if (bbox.Right > worldWidth) {
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bbox.Offset(worldWidth - bbox.Right, 0);
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}
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Debug.AddToast($"p: {player.X}, {player.Y} c: {bbox.Center.X}");
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}
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}
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}
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