プラットフォーマー スターター キットで遊んでいます。これまでのところ、水平方向と垂直方向の「カメラ」の動きを追加し、パララックスの背景を追加しようとしています。問題は、2 つの背景レイヤーの後、残りのレイヤーが表示されなくなることです。私は XNA に非常に慣れていないので、少し助けが必要です :)。問題の写真を次に示します。
コードはこちら。さらに必要な場合は教えてください:)
層のクラス:
class Layer
{
public Texture2D[] Textures { get; private set; }
public float ScrollRate { get; private set; }
public Layer(ContentManager content, string basePath, float scrollRate)
{
// Assumes each layer only has 3 segments.
Textures = new Texture2D[3];
for (int i = 0; i < 3; ++i)
Textures[i] = content.Load<Texture2D>(basePath + "_" + i);
ScrollRate = scrollRate;
}
public void Draw(SpriteBatch spriteBatch, float cameraPosition, float cameraPositionYAxis)
{
// Assume each segment is the same width.
int segmentWidth = Textures[0].Width;
// Calculate which segments to draw and how much to offset them.
float x = cameraPosition * ScrollRate;
float y = ScrollRate;
int leftSegment = (int)Math.Floor(x / segmentWidth);
int rightSegment = leftSegment + 1;
x = (x / segmentWidth - leftSegment) * -segmentWidth;
spriteBatch.Draw(Textures[leftSegment % Textures.Length], new Vector2(x, -y), Color.White);
spriteBatch.Draw(Textures[rightSegment % Textures.Length], new Vector2(x + segmentWidth, -y), Color.White);
}
}
私の ScrollCamera を使用した Level.cs の draw メソッドを次に示します (ScrollCamera がそれと関係があるかどうかはわかりません)。
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
ScrollCamera(spriteBatch.GraphicsDevice.Viewport);
Matrix cameraTransformYAxis = Matrix.CreateTranslation(-cameraPosition, -cameraPositionYAxis, 0.0f);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp,
DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, cameraTransformYAxis);
//added this foreach loop
foreach (var layer in layers)
{
layer.Draw(spriteBatch, cameraPosition, cameraPositionYAxis);
}
DrawTiles(spriteBatch);
Player.Draw(gameTime, spriteBatch);
foreach (Enemy enemy in enemies)
{
enemy.Draw(gameTime, spriteBatch);
}
spriteBatch.End();
}
private void ScrollCamera(Viewport viewport)
{
#if ZUNE
const float ViewMargin = 0.4f;
#else
const float ViewMargin = 0.5f;
#endif
float marginWidth = viewport.Width * ViewMargin;
float marginLeft = cameraPosition + marginWidth;
float marginRight = cameraPosition + viewport.Width - marginWidth;
const float TopMargin = 0.4f;
const float BottomMargin = 0.4f;
float marginTop = cameraPositionYAxis + viewport.Height * TopMargin;
float marginBottom = cameraPositionYAxis + viewport.Height - viewport.Height * BottomMargin;
// float maxCameraPositionYOffset = Tile.Height * Height - viewport.Height;
float CameraMovement = 0.0f;
if (Player.Position.X < marginLeft)
CameraMovement = Player.Position.X - marginLeft;
else if (Player.Position.X > marginRight)
CameraMovement = Player.Position.X - marginRight;
//Aktualizuj przesuwanie ekranu, ale zapobiegnij wyjściu poza mape
float maxCameraPosition = Tile.Width * Width - viewport.Width;
cameraPosition = MathHelper.Clamp(cameraPosition + CameraMovement, 0.0f, maxCameraPosition);
float cameraMovementY = 0.0f;
if (Player.Position.Y < marginTop) //above the top margin
cameraMovementY = Player.Position.Y - marginTop;
else if (Player.Position.Y > marginBottom) //below the bottom margin
cameraMovementY = Player.Position.Y - marginBottom;
float maxCameraPositionYOffset = Tile.Height * Height - viewport.Height;
cameraPositionYAxis = MathHelper.Clamp(cameraPositionYAxis + cameraMovementY, 0.0f, maxCameraPositionYOffset);
}
そして、それだけだと思います。さらにコードが必要な場合は教えてください:)