我正在开发一款具有自上而下视图的 RPG 游戏.我想将图片加载到角色正在行走的背景中,但到目前为止,我还没有弄清楚如何正确重绘背景以使其滚动".我发现的大多数示例都是自动滚动的.
I'm working on an RPG game that has a Top-Down view. I want to load a picture into the background which is what the character is walking on, but so far I haven't figured out how to correctly have the background redraw so that it's "scrolling". Most of the examples I find are auto scrolling.
我希望相机始终以角色为中心,直到背景图像到达其边界,然后角色将移动而无需在另一个位置重新绘制图像.
I want the camera to remained centered at the character until you the background image reaches its boundaries, then the character will move without the image re-drawing in another position.
你的问题有点不清楚,但我想我明白了.让我们看看您的要求.
Your question is a bit unclear, but I think I get the gist of it. Let's look at your requirements.
这很容易实现.从广义上讲,在您的 Update()
方法中的某个地方,您需要执行一些步骤来满足这些要求中的每一个:
Which is simple enough to implement. In broad terms, somewhere inside your Update()
method you need to carry out steps to fulfill each of those requirements:
if (cameraTarget != null)
{
camera.Position = cameraTarget.Position;
ClampCameraToWorldBounds();
}
换句话说:如果我们有一个目标对象,将我们的位置锁定到它的位置;但请确保我们不会越界.
In other words: if we have a target object, lock our position to its position; but make sure that we don't go out of bounds.
ClampCameraToBounds()
也很容易实现.假设您有一个对象 world
,其中包含一个 Bounds
属性,该属性以像素为单位表示世界范围:
ClampCameraToBounds()
is also simple to implement. Assuming that you have some object, world
, which contains a Bounds
property that represents the world's extent in pixels:
private void ClampCameraToWorldBounds()
{
var screenWidth = graphicsDevice.PresentationParameters.BackBufferWidth;
var screenHeight = graphicsDevice.PresentationParameters.BackBufferHeight;
var minimumX = (screenWidth / 2);
var minimumY = (screnHeight / 2);
var maximumX = world.Bounds.Width - (screenWidth / 2);
var maximumY = world.Bounds.Height - (screenHeight / 2);
var maximumPos = new Vector2(maximumX, maximumY);
camera.Position = Vector2.Clamp(camera.Position, minimumPos, maximumPos);
}
这可确保摄像头与世界边缘的距离不会超过屏幕的一半.为什么是半屏?因为我们将相机的 {x, y} 定义为相机正在注视的点,这意味着它应该始终位于屏幕的中心.
This makes sure that the camera is never closer than half of a screen to the edge of the world. Why half a screen? Because we've defined the camera's {x, y} as the point that the camera is looking at, which means that it should always be centered on the screen.
这应该会为您提供一个具有您在问题中指定的行为的相机.从这里开始,只需实现地形渲染器,以便相对于相机对象指定的 {x, y} 坐标绘制背景.
This should give you a camera with the behavior that you specified in your question. From here, it's just a matter of implementing your terrain renderer such that your background is drawn relative to the {x, y} coordinate specified by the camera object.
给定对象在游戏世界坐标中的位置,我们可以将该位置转换为相机空间:
Given an object's position in game-world coordinates, we can translate that position into camera space:
var worldPosition = new Vector2(x, y);
var cameraSpace = camera.Position - world.Postion;
然后从相机空间进入屏幕空间:
And then from camera space into screen space:
var screenSpaceX = (screenWidth / 2) - cameraSpace.X;
var screenSpaceY = (screenHeight / 2) - cameraSpace.Y;
然后您可以使用对象的屏幕空间坐标来渲染它.
You can then use an object's screen space coordinates to render it.
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