Implementing Camera Zoom in a 2D Engine
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by
Luke
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Published on 2014-05-29T16:37:47Z
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2014/05/29
22:04 UTC
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I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code:
render()
{
var x = sprite.x;
var y = sprite.y;
var sizeX = sprite.width * sprite.scaleX; // width of the sprite on the screen
var sizeY = sprite.height * sprite.scaleY; // height of the sprite on the screen
}
To implement the scaling i changed the code to this:
class Camera
{
var scaleX;
var scaleY;
var zoom;
var finalScaleX; // = scaleX * zoom
var finalScaleY; // = scaleY * zoom
}
render()
{
var x = sprite.x * Camera.finalScaleX;
var y = sprite.y * Camera.finalScaleY;
var sizeX = sprite.width * sprite.scaleX * Camera.finalScaleX;
var sizeY = sprite.height * sprite.scaleY * Camera.finalScaleY;
}
The problem is that when the zoom is smaller than 1.0 all sprites are moved toward the top-left corner of the screen. This is expected when looking at the code but i want the camera to zoom on the center of the screen.
Any tips on how to do that are welcome. :)
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