Each Camera has a list of Layers which can be used to draw objects which should only appear on one Camera. This is commonly used for HUD elements such as score and health. By default each Camera has one Layer (no code necessary to add this). Therefore, if using only one Layer, then no layer instantiation is necessary. To create additional layers, see the Camera's AddLayer method.

Code Example

The following code creates two Sprites, each which represents a player. The code splits the view into two screens and adds a Text object displaying which player's view is shown on the Camera layer. Notice that only one Text appears in each camera although there are two Text objects. The bool value can be changed to compare the behavior of Camera-layered Text and regular Text.

string contentManagerName = "ContentManager";
// Create a 2nd camera:
SpriteManager.Cameras.Add(new Camera(contentManagerName));

// There are 2 cameras now.  One at index 0, one at index 1
// Make them split screen.

// Create our "players"
Sprite player1 = SpriteManager.AddSprite("redball.bmp");
player1.X = -2;

// to distinguish player 1 from player 2
player1.ColorOperation = ColorOperation.Modulate;
player1.Green = 1;
player1.Red = 0;

Sprite player2 = SpriteManager.AddSprite("redball.bmp");
player2.X = 2;

// Now create the labels.
// This is included so that the two behaviors can easily be compared.
bool onCameraLayers = true;

Text player1Text;
Text player2Text;

if (onCameraLayers)
    player1Text = TextManager.AddText("Player 1", 
    player2Text = TextManager.AddText("Player 2", 
    player1Text = TextManager.AddText("Player 1");
    player2Text = TextManager.AddText("Player 2");

player1Text.AttachTo(SpriteManager.Cameras[0], true);
player1Text.RelativeY = 5;

player2Text.AttachTo(SpriteManager.Cameras[1], true);
player2Text.RelativeY = 5;

// Move the cameras so they can see the Player:
SpriteManager.Cameras[0].X = player1.X;
SpriteManager.Cameras[0].Y = player1.Y;

SpriteManager.Cameras[1].X = player2.X;
SpriteManager.Cameras[1].Y = player2.Y;

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