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Following the player with a custom camera - Does not Work

by Solloman · in Technical Issues · 03/18/2011 (10:03 am) · 1 replies

I swear im doing everything by the book but its not working, heres the code i write

protected override void BeginRun()
{

base.BeginRun();


SceneLoader.Load(@"data\levels\levelData.txscene");

T2DAnimatedSprite _player =
TorqueObjectDatabase.
Instance.FindObject
<T2DAnimatedSprite>
("player");

//get a hold of the camera object
T2DSceneCamera _camera =
TorqueObjectDatabase.Instance.FindObject
<T2DSceneCamera>("SceneCamera");

//ignore the rotation
_camera.TrackMountRotation = false;

//add a delay to the camera movement
camera.UseMountForce = true;
_camera.MountForce = 2.0F;

_camera.Mount(_player,"",false);
}

HELPAGE!!!!!

#1
03/18/2011 (11:17 am)
SOLVED

protected override void BeginRun()
{

base.BeginRun();


// load our scene objects from XML. Torque X is designed to load game data from XML, but this is not strictly required;
// anything in an XML file can also be created manually in C# code. The SceneLoader is provided by TorqueGame and can be
// used to load and unload XML files.
SceneLoader.Load(@"data\levels\levelData.txscene");

//get a hold of the camera object
T2DSceneObject _camera =
TorqueObjectDatabase.Instance.FindObject<T2DSceneCamera>
("Cam");

//get a hold of the player object
T2DStaticSprite _player = TorqueObjectDatabase.
Instance.FindObject<T2DStaticSprite>("player");

_camera.Mount(_player,"",true);


}