WorldYAt

Introduction The WorldXAt and WorldYAt methods are useful for finding the absolute world position of the Cursor at a given Z value. These methods should generally be used only when dealing with an unrotated Camera. For more information on limitations see below. If you are dealing with a 2D Camera (the default) then you can[…]

WorldXAt

Introduction The WorldXAt and WorldYAt methods are useful for finding the position of the Cursor at a given Z value. These methods should generally be used only when dealing with an unrotated Camera. For more information on limitations see below. If you are dealing with a 2D Camera (the default) then you can use a[…]

Sorting and Overlapping

Introduction Many games require Sprites to overlap to create realistic scenes. FlatRedBall offers a number of ways to control sorting. This article will discuss and link to various methods of controlling how Sprites (and other objects) overlap. What are the methods? There are a number of methods of controlling overlapping Sprites. Keep in mind that[…]

FlatRedBallXna:Tutorials:Object Sorting

Introduction Many games require Sprites to overlap to create realistic scenes. FlatRedBall offers a number of ways to control sorting. This article will discuss and link to various methods of controlling how Sprites (and other objects) overlap. What are the methods? There are a number of methods of controlling overlapping Sprites. Keep in mind that[…]

Orthogonal

Introduction The Orthogonal setting controls whether the camera is using a perspective or orthogonal view. The following describes some differences between the two modes: Orthogonal Perspective (non-Orthogonal) Moving objects further from the camera does not change their visible size Moving objects further from the camera makes them appear smaller Moving the Camera forward and backward[…]

UsePixelCoordinates

Introduction The UsePixelCoordinates method is an easy way to set up a traditional 2D camera. Using this method, world units can match up with pixel coordinates. Using the pixel as the unit is effective in pure 2D games where graphics are created to be drawn to-the-pixel. A camera which uses pixel coordinates is referred to[…]

FieldOfView

Introduction FieldOfView represents the Y angle of view from the bottom of the screen to the top. The default value for FieldOfView is: FieldOfView = (float)System.Math.PI / 4.0f; The following diagram shows a side-view of how FieldOfView changes what is shown on screen. A smaller field of view makes the view more narrow. This narrower[…]