The default position for Cameras is:
X = 0 Y = 0 Z = 40
Code Example – Changing X and Y
The default (unrotated Camera) looks down the Z axis. This means that if you want the center of the screen to be at a certain coordinate, you simply need to set the Camera’s X and Y value.
AxisAlignedRectangle axisAlignedRectangle = ShapeManager.AddAxisAlignedRectangle(); axisAlignedRectangle.ScaleX = 30; axisAlignedRectangle.ScaleY = 20; // make the Camera look at the top-right corner: Camera.Main.X = axisAlignedRectangle.X + axisAlignedRectangle.ScaleX; Camera.Main.Y = axisAlignedRectangle.Y + axisAlignedRectangle.ScaleY;
Code Example – Camera and Tile Maps
By default a TileMap’s top-left corner will be positioned at X=0, Y=0. By default, the camera is centered at X=0, Y=0, so the top left of the map will appear in the center of the screen.
For example, the following image shows how a level will appear in Tiled and in game:
One way to solve this problem is to change the Camera’s X and Y values to be at the center of the tilemap. This can be adjusted by using the dimensions of the map, or arbitrarily by adding some constant value to the X and subtracting some value from the Y. For example, the following code will center on the map:
Camera.Main.X = Map.Width / 2.0f; Camera.Main.Y = -Map.Height / 2.0f;
Now the Camera will be centered on the map as shown in the following image:
Z controls panning
Changing the Z value of the Camera will make the camera move “forward” and “backward” in the world. This is a way to simulate zooming (technically “zooming” is accomplished by changing the Camera’s FieldOfView). This will only work on 3D cameras.
To make objects appear smaller, you will want to increase the Z value of the Camera. For example:
Camera.Main.Z = 50; // things will be smaller than default, because the default is 40 Camera.Main.Z = 100; // even smaller Camera.Main.Z = 10; // things will be really big!