0

我有一个瓷砖引擎,一切都很好,我的玩家四处走动都很好,我正在添加项目,玩家总是在屏幕的中心,直到他接近世界的边缘然后他开始靠近边缘。

当我在世界中绘制物品时,它们绘制得很好,除非玩家离开中心(在世界边缘)。我只是无法解决如何解决这个问题。

public static void Draw(SpriteBatch spriteBatch, World w, Item i, Player p, Point screenDimensions)
    {
        bool IsOnScreen = true;

        float leftX = p.X - ((screenDimensions.X / 32) / 2);
        float rightX = leftX + (screenDimensions.X / 32);

        float topY = p.Y - ((screenDimensions.Y / 32) / 2);
        float bottomY = topY + (screenDimensions.Y / 32);

        if (i.x < leftX || i.x > rightX || i.y < topY || i.y > bottomY)
            IsOnScreen = false;

        if (IsOnScreen)
            i.animation.Draw(spriteBatch, (int)Math.Floor((i.x - leftX) * 32), (int)Math.Floor((i.y - topY) * 32));
    }

它非常自我解释,传入世界以获取尺寸(w.worldDimensions.x宽度和.y高度),项目用于获取i.xi.y(游戏世界中的位置,而不是屏幕上),用于绘制相对的玩家(包含.x.y位置),然后是屏幕尺寸。

4

1 回答 1

0

好吧,我看起来不太清楚。你在使用相机课程吗?如果您使用相机类并使用它来导航您的世界,这永远不会发生。

这是我目前用于我的项目的一个基本的。

class Camera
{
    float zoom;
    public float Rotation { get; private set; }
    public Vector2 Position { get; private set; }
    Matrix transform;

    int velocity = 60;

    UserInput input;

    public float Zoom
    {
        get { return zoom; }
        set { zoom = value; if (zoom < 0.1f) zoom = 0.1f; } // Negative zoom will flip image
    }

    public Camera(UserInput input)
    {
        zoom = 1.0f;
        Rotation = 0f;
        Position = new Vector2(0, 0);
        this.input = input;
    }

    public void MoveCam()
    {
        if (input.IsKeyHold(Keys.Up))
        {
            Position += new Vector2(0, -velocity);
        }
        if (input.IsKeyHold(Keys.Left))
        {
            Position += new Vector2(-velocity, 0);
        }
        if (input.IsKeyHold(Keys.Down))
        {
            Position += new Vector2(0, velocity);
        }
        if (input.IsKeyHold(Keys.Right))
        {
            Position += new Vector2(velocity, 0);
        }

        if (input.IsKeyHold(Keys.OemMinus))
        {
            Zoom -= .01f * Zoom;
        }
        else if (input.IsKeyHold(Keys.OemPlus))
        {
            Zoom += .01f * Zoom;
        }
    }

    public void FollowCam(int xPos, int yPos)
    {
        Position = new Vector2(xPos * TileData.Width, yPos * TileData.Height);
    }


    public Matrix TransformMatrix(GraphicsDevice device)
    {
        transform = Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0)) *
            Matrix.CreateRotationX(MathHelper.ToRadians(Rotation)) *
            Matrix.CreateRotationY(MathHelper.ToRadians(Rotation)) *
            Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) *
            Matrix.CreateScale(new Vector3(zoom, zoom, 0)) *
            Matrix.CreateTranslation(new Vector3(device.Viewport.Width * 0.5f, device.Viewport.Height * 0.5f, 0));
        return transform;
    }
}

只需像在 main 中一样实例化该类并在您的 draw 方法中使用它。

batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, camera.TransformMatrix(graphicsDevice));
batch.End()

在这个 spritebatch 中绘制您世界中的所有内容,并使用新的基础来绘制屏幕坐标,例如 gui/hud。您可以使用相机移动方法手动移动它,并使用锁将其锁定在任何位置(如果更新,它会跟随)。

如果您有大型地图,您可能只想渲染必要的图块。我在我的地图类中这样做:

public void Draw(SpriteBatch batch, Vector2 camPosition, float camZoom, GraphicsDevice device)
    {
        float top = (camPosition.Y / TileData.Height) - ((device.Viewport.Height / 2) / TileData.Height + 1) / camZoom;
        float bottom = (camPosition.Y / TileData.Height) + ((device.Viewport.Height / 2) / TileData.Height + 2) / camZoom;
        float left = (camPosition.X / TileData.Width) - ((device.Viewport.Width / 2) / TileData.Width + 1) / camZoom;
        float right = (camPosition.X / TileData.Width) + ((device.Viewport.Width / 2) / TileData.Width + 2) / camZoom;

        for (int y = (int)top; y < (int)bottom; y++)
        {
            for (int x = (int)left; x < (int)right; x++)
            {
                if (y >= 0 && y < map.GetLength(1) && x >= 0 && x < map.GetLength(0))
                {
                    batch.Draw(map[x, y].texture, new Rectangle(x * TileData.Width, y * TileData.Height, TileData.Width, TileData.Height), Color.White);

                }
            }
        }
    }

Here first i figure out which tiles to draw from each direction. Note the camZoom, you want more tiles to be drawn when zooming out. Then i use these "bounderies" in my for loops, the if statement makes sure i am not accessing tiles that dont exist (out of bounds).

于 2012-10-11T20:23:16.713 回答