I am using a translation matrix to move the screen but when the player collides with an object the player will jitter as if it wants to be in 2 places at once. It looks like velocity wants to keep going down while the block pushes it up, how would I go by fixing this?
Video: Here
Camera class:
class Camera
{
public Vector2 Position;
Viewport viewPort;
public Vector2 cameraBounds;
public float wasGround;
public Matrix Transform()
{
var translationMatrix = Matrix.CreateTranslation(new Vector3(-Position.X, -Position.Y, 0));
return translationMatrix;
}
public Player thing(Player player)
{
cameraBounds.X = player.Position.X - Game1.offset.X;
if (cameraBounds.X > 0)
Position.X = player.Position.X - Game1.offset.X;
else
Position.X = 0;
//Problem
cameraBounds.Y = player.Position.Y - Game1.offset.Y;
if (cameraBounds.Y > 0)
{
Position.Y = player.Position.Y - Game1.offset.Y;
if (player.goingUp == false && (wasGround != player.ground))
Position.Y = player.ground - Game1.offset.Y;
wasGround = player.ground;
}
else
Position.Y = 0;
return player;
}
public Camera(Viewport viewport)
{
viewPort = viewport;
}
}
I tried to fix the problem by adding in player goingUp and ground if statements but that did not help.
I solved it. It is about sequence of operations. Just move method camera.thing() as shown below:
// TODO: Add your update logic here
HandleInput(Keyboard.GetState());
player.Update(gameTime);
// delete from here
Time += (float)gameTime.ElapsedGameTime.TotalSeconds;
foreach (Block b in Blocks)
{
player = b.BlockCollision(player);
}
// place here
camera.thing(player);
Explanation: You have to set camera position after all collisions have done.