I have a simple game that I'm trying to do for learning purposes, but Matrices are a bit hard, especially in DirectX.
I currently have a tilesystem that renders tiles at the screen and a character position at the center (on startup)
When the player move to the left, the ground should move to the right so he's always at the center of the screen. I use a Sprite to transform the Tiles and the player, but having trouble because the ground is moving and the player stands still on the ground still positioned at the center.
This is a topdown 2D game so I only need to transform Position (and perhaps rotation)
My Camera class has this method:
D3DXMatrixTransformation2D(&View, NULL, 0, &Scale, &Center, D3DXToRadian(Rotation), &Position);
I've also tried (for the Camera):
D3DXMatrixTranslation(&View, Position.x, Position.y, 0);
then when I render the ground sprite I set it to transform to the camera, but the Player has it's own Matrix that I use when he's moving.
Exactly like the one above but with his position, rotation and such...
What am I missing and what do I need?
I only have a tilesystem that fits the width/height of the screen so I should see when he's moving but he's standing still at the center and the ground and the player is moving.
Do I need to invert the matrix so that the ground moves in the opposite direction?