The Camera object inherits from the PositionedObject class. Therefore, it can be rotated just like any other PositionedObject. For information on using rotation values on a PositionedObject in general, see the following pages:

By default the Camera will attempt to orient itself so that “up” is the Y vector (0,1,0). For more information see the UpVector page.

Code Example

The Camera can be rotated to be facing any direction. Keep in mind that many systems in FlatRedBall are designed to work in 2D, so making a game with a rotated Camera is more difficult.

The following shows how to rotate the camera to simulate looking at an angle at a “floor” made up of the redball graphic.

Add the following code to either Game1.cs’s Initialize function, or your Screen’s CustomInitialize function:

 for (int x = 0; x < 10; x++)
     for (int y = 0; y < 10; y++)
         Sprite sprite = SpriteManager.AddSprite("redball.bmp");
         // Default Sprites are 2x2 so we need to multiply by 2 to make
         // them sit end-to-end
         sprite.X = x * 2;
         sprite.Y = y * 2;

 // Now let's rotate the Camera on the Y axis so it looks at an angle:
 // Making this number larger will make the camera more at the horizon.
 // Making the number smaller will make the camera look more at the ground.
 // A value of 0 is perfectly top-down.  A value of Math.PI/2 (about 1.51)
 // will make the camera look at the horizon.
 SpriteManager.Camera.RotationX = .6f;

 SpriteManager.Camera.X = 10;

 // We need to move the camera down a bit so it can look up at the Sprites:
 SpriteManager.Camera.Y = -5;

 // Let's bring the camera "closer to the ground"
 SpriteManager.Camera.Z = 20;

 // If the camera is rotated, we need to turn off cull mode:
 SpriteManager.Camera.CameraCullMode = CameraCullMode.None;