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Dcrew.Camera
A highly-optimized, flexible and powerful 2D camera for MonoGame
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Features
- Efficient math used for 2D matrices
- Parallax system (Z coord, optional), ground (usual 2D gameplay level) is at Z 0 and the camera is at 1
- e.g. if you wanted to draw a sprite(s) behind and half the size & position of ground, you'd use Camera.View(-0.5f) as the transformMatrix in SpriteBatch.Begin() and you would draw this before drawing the ground using Camera.View()
- ScreenToWorld(float x, float y, float z = 0) - Converts screen coords to world coords
- ScreenToWorld(Vector2 xy, float z = 0) - Converts screen coords to world coords
- ScreenToWorld(Vector3 xyz) - Converts screen coords to world coords
- ScreenToWorld(Point xy) - Converts screen coords to world coords
- ScreenToWorldScale(float z = 0) - Returns the scale of the world at Z z in relation to the screen
- WorldToScreen(float x, float y, float z = 0) - Converts world coords to screen coords
- WorldToScreen(Vector2 xy, float z = 0) - Converts world coords to screen coords
- WorldToScreen(Vector3 xyz) - Converts world coords to screen coords
- WorldToScreen(Point xy, float z = 0) - Converts world coords to screen coords
- WorldToScreenScale(float z = 0) - Returns the scale of the screen in relation to the world at Z z
- UpdateMouseXY(MouseState? mouseState = null) - Will update Camera.MouseXY. Call once per frame and before using Camera.MouseXY
- null value will auto grab latest state
- MouseXY - Mouse/Cursor world X/Y position, make sure to call UpdateMouseXY(MouseState? mouseState = null) once per frame before using this