我正在为一台简单的基于XNA的PC游戏工作,其中我有一个1024×768的游戏屏幕窗口大小,我希望按照我移动鼠标的方向滚动一个1280 X 1280的线性包裹旋转纹理。XNA:滚动线性包裹,旋转纹理,向上,向下,向左和向右:
这个纹理的起源已经被设置为中心点(640,640),然后我将这个纹理放置在我的游戏窗口的中间位置(512,384)。
我到目前为止的代码(粘贴在下面的完整部分)完美地工作,直到我将旋转引入混合。
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
int x;
int y;
float z = 250f;
Texture2D Overlay;
Texture2D RotatingBackground;
Rectangle? sourceRectangle;
Color color;
float rotation;
Vector2 ScreenCenter;
Vector2 Origin;
Vector2 scale;
Vector2 Direction;
SpriteEffects effects;
float layerDepth;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
graphics.ApplyChanges();
Direction = Vector2.Zero;
IsMouseVisible = true;
ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth/2, graphics.PreferredBackBufferHeight/2);
Mouse.SetPosition((int)graphics.PreferredBackBufferWidth/2, (int)graphics.PreferredBackBufferHeight/2);
sourceRectangle = null;
color = Color.White;
rotation = 0.0f;
scale = new Vector2(1.0f, 1.0f);
effects = SpriteEffects.None;
layerDepth = 1.0f;
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Overlay = Content.Load<Texture2D>("Overlay");
RotatingBackground = Content.Load<Texture2D>("Background");
Origin = new Vector2((int)RotatingBackground.Width/2, (int)RotatingBackground.Height/2);
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds;
MouseState ms = Mouse.GetState();
Vector2 MousePosition = new Vector2(ms.X, ms.Y);
Direction = ScreenCenter - MousePosition;
if (Direction != Vector2.Zero)
{
Direction.Normalize();
}
x += (int)(Direction.X * z * timePassed);
y += (int)(Direction.Y * z * timePassed);
//No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this.
//rotation += 0.01f;
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null);
spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth);
spriteBatch.Draw(Overlay, Vector2.Zero, Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
例如,如果我是纹理向右旋转,然后从屏幕的中心直线上升移动鼠标使纹理向上斜向滚动到正确的 - 这不是我的意图 - 如果我移动我的鼠标在任何方向上,我都希望我的纹理在这个方向上滚动,就像我从未将旋转引入混音一样。
我该如何改变我的Update()方法来实现这个?
感谢您的阅读.....
感谢您的回复,Elideb。我所有的'相机'组成的是一个矩形,它显示了我的1280 X 1280线性包裹纹理的一部分。我可能是错的,但我不相信我需要一个转换矩阵来做我想做的事情,因为我发布的代码工作得很好,直到我在其原点周围引入了纹理旋转。我需要以某种方式调整x和y值以补偿旋转运动。例如 - 如果我将鼠标水平移动到左侧,我希望纹理在绕其原点旋转的同时向左滚动。 –