I built a camera based on the class from http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ . I'm currently making a kinda space-shooter game (but with story and this stuff) and want to have the camera working fine first. But the Zoom doesn't work as I want. I don't really know why, but I hope you can help me ^^ The Issue is, that the sprite moves around for like 30 pixels in some direction. Propbably i didn't set the Position of the main-spaceship properly or the camera is just bugging. The game is running in full-screen.
Game1 Method:
InputHandler.Update(gameTime, graphics.GraphicsDevice);
World.Camera.Position = new Vector2(Player.Ship.Position.X + Player.Ship.Texture.Width/2, Player.Ship.Position.Y+Player.Ship.Texture.Height/2);
World.Camera.Zoom = InputHandler.ZoomValue;
I add half the size of the texture of the main-spaceship to the cameraposition so that the middle of the texture should be in the middle. It doesn't work either without it..
How I set fullscreen (I know... It's not the way I should have done it but it doesn't work with the normal code.)
graphics.PreferredBackBufferHeight = 10000;
graphics.PreferredBackBufferWidth = 10000;
graphics.ToggleFullScreen();
graphics.PreferMultiSampling = true;
graphics.IsFullScreen = true;
graphics.ApplyChanges();
The InputHandler Class:
public static void Update(GameTime gameTime, GraphicsDevice graphics)
{
_oldKeyboardState = keyboardState;
_oldMouseState = mouseState;
keyboardState = Keyboard.GetState();
mouseState = Mouse.GetState();
MousePosition = new Vector2(mouseState.X, mouseState.Y);
MatrixMousePosition = Vector2.Transform(MousePosition, Matrix.Invert(World.Camera.GetTransformation(graphics)));
OldScrollWheelValue = ScrollWheelValue;
ScrollWheelValue = mouseState.ScrollWheelValue;
if (ScrollWheelValue > OldScrollWheelValue) ZoomValue += 0.1f;
if (ScrollWheelValue < OldScrollWheelValue) ZoomValue -= 0.1f;
ZoomValue = MathHelper.Clamp(ZoomValue, 0.5f, 1.5f);
}
And finally the camera class:
protected float _zoom; // Camera Zoom
public Matrix _transform; // Matrix Transform
public Vector2 _pos; // Camera Position
protected float _rotation; // Camera Rotation
public float Zoom
{
get { return _zoom; }
set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; }
}
public float Rotation
{
get { return _rotation; }
set { _rotation = value; }
}
public Vector2 Position
{
get { return _pos; }
set { _pos = value; }
}
public Camera()
{
_zoom = 1.0f;
_rotation = 0.0f;
_pos = Vector2.Zero;
}
public Matrix GetTransformation(GraphicsDevice graphicsDevice)
{
var viewport = graphicsDevice.Viewport;
_transform =
Matrix.CreateTranslation(new Vector3(-_pos.X*Zoom, -_pos.Y*Zoom, 0)) *
Matrix.CreateRotationZ(Rotation) *
Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) *
Matrix.CreateTranslation(new Vector3(viewport.Width * 0.5f, viewport.Height * 0.5f, 0));
return _transform;
}