title: AndEngine Chase Camera Not Following Body
body: <p>I'm having a hard time making the chase camera follow the a car body.  I am tinkering the Racer Game example project.  The Tile Map is 1024 x 786 and the Camera is set to chase the Car Body.  Here's the code:</p>
  
  <pre><code>@Override
      public Scene onCreateScene() {
          this.mEngine.registerUpdateHandler(new FPSLogger());
  
          this.mScene = new Scene();
          //this.mScene.setBackground(new Background(0, 0, 0));
  
          /** Tiled Map Test **/
          try {
              final TMXLoader tmxLoader = new TMXLoader(this.getAssets(), this.mEngine.getTextureManager(), TextureOptions.BILINEAR_PREMULTIPLYALPHA, 
                      this.getVertexBufferObjectManager(), new ITMXTilePropertiesListener() {
                  @Override
                  public void onTMXTileWithPropertiesCreated(final TMXTiledMap pTMXTiledMap, final TMXLayer pTMXLayer, final TMXTile pTMXTile, 
                          final TMXProperties&lt;TMXTileProperty&gt; pTMXTileProperties) {
                      /* We are going to count the tiles that have the property "box=true" or "boxBool=true" set. */
                      if(pTMXTileProperties.containsTMXProperty("box", "true")) {
                          SpeedsterGameActivity.this.numBoxes++;
                      }
                  }
              });
              // Load the TMX file into an Object
              this.mTMXTiledMap = tmxLoader.loadFromAsset("tmx/level3.tmx");
  
              this.runOnUiThread(new Runnable() {
                  @Override
                  public void run() {
                      Toast.makeText( SpeedsterGameActivity.this, "Box count in this TMXTiledMap: " + SpeedsterGameActivity.this.numBoxes, Toast.LENGTH_LONG).show();
                  }
              });
          } catch (final TMXLoadException e) {
              Debug.e(e);
          }
  
          // Get the first TMX Layer and add it to the scene
          final TMXLayer tmxLayer = this.mTMXTiledMap.getTMXLayers().get(0);
          this.mScene.attachChild(tmxLayer);
  
          /* Make the camera not exceed the bounds of the TMXEntity. */
          this.mBoundChaseCamera.setBounds(0, 0, tmxLayer.getHeight(), tmxLayer.getWidth());
          this.mBoundChaseCamera.setBoundsEnabled(true);
  
          /* Debugging stuff */
          Debug.i( "Game Info", "Height &amp; Width: " + tmxLayer.getHeight() + " x " + tmxLayer.getWidth() );
  
          int[] maxTextureSize = new int[1];
          GLES20.glGetIntegerv( GLES20.GL_MAX_TEXTURE_SIZE, maxTextureSize, 0);
          Debug.i("Game Info", "Max texture size = " + maxTextureSize[0]);
          /**********/
  
          /* Calculate the coordinates for the face, so its centered on the camera. */
          final float centerX = (CAMERA_WIDTH - this.mVehiclesTextureRegion.getWidth()) / 2;
          final float centerY = (CAMERA_HEIGHT - this.mVehiclesTextureRegion.getHeight()) / 2;
  
          /* Create the sprite and add it to the scene. */
          final AnimatedSprite player = new AnimatedSprite(centerX, centerY, this.mVehiclesTextureRegion, this.getVertexBufferObjectManager());
          this.mBoundChaseCamera.setChaseEntity(player);
          /********************/
  
          this.mPhysicsWorld = new FixedStepPhysicsWorld(30, new Vector2(0, 0), false, 8, 1);
  
          //this.initRacetrack();
          //this.initRacetrackBorders();
  
          this.initCar();
          this.initObstacles();
          this.initOnScreenControls();
  
          this.mScene.registerUpdateHandler(this.mPhysicsWorld);
  
  }
  </code></pre>