相机抖动矩阵相机
本文关键字:相机 抖动 | 更新日期: 2023-09-27 17:50:44
我使用平移矩阵来移动屏幕,但是当玩家与对象碰撞时,玩家会抖动,就好像它想同时出现在两个地方一样。看起来速度想要一直往下,而物体把它往上推,我怎么修正这个呢?
视频:
相机类:
class Camera
{
public Vector2 Position;
Viewport viewPort;
public Vector2 cameraBounds;
public float wasGround;
public Matrix Transform()
{
var translationMatrix = Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0));
return translationMatrix;
}
public Player thing(Player player)
{
cameraBounds.X = player.Position.X - Game1.offset.X;
if (cameraBounds.X > 0)
Position.X = player.Position.X - Game1.offset.X;
else
Position.X = 0;
//Problem
cameraBounds.Y = player.Position.Y - Game1.offset.Y;
if (cameraBounds.Y > 0)
{
Position.Y = player.Position.Y - Game1.offset.Y;
if (player.goingUp == false && (wasGround != player.ground))
Position.Y = player.ground - Game1.offset.Y;
wasGround = player.ground;
}
else
Position.Y = 0;
return player;
}
public Camera(Viewport viewport)
{
viewPort = viewport;
}
}
我试图通过添加player goingUp和ground if语句来解决问题,但这没有帮助。
我解决了。它是关于操作的顺序。只需按如下所示移动方法camera.thing():
// TODO: Add your update logic here
HandleInput(Keyboard.GetState());
player.Update(gameTime);
// delete from here
Time += (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (Block b in Blocks)
{
player = b.BlockCollision(player);
}
// place here
camera.thing(player);
说明:你必须在所有碰撞完成后设置相机位置
当你站在某个物体上不动时,我看到的是速度变化。所以尝试将摄像机位置转换为整数。如果接近0,则使速度精确为0。
cameraBounds.X = cInt(cameraBounds.X)
cameraBounds.y = cInt(cameraBounds.y)