Take for example a basic sidescrolling game. As the player moves to the side, the camera pans to follow them. This means that where objects are in the world doesn't necessarily correspond to where they are on the screen, since the screen and the world move relative to each other.
Here's an example: say your screen is 100px*100px square (for some reason). You place an object at position (50, 0), so it's now in the middle and at the bottom of the screen. Now say you move your player over to the right, and the whole screen pans to follow the player. This means that the object you placed earlier should have moved left on the screen. So it's still at (50, 0) in the world, since it didn't actually move relative to the rest of the scenery, but it should now be drawn at, say, (10, 0) on the screen, since which part of the world the screen is looking at has changed. This is the difference between "worldspace" (where an object is in the world) and "screenspace" (where the object is drawn on the actual display).
When you try to draw with a SpriteBatch
, it is by default going to assume worldspace coordinates are the same as screenspace coordinates: when you say "draw at (50, 0)", it's going to draw the object at (50, 0) on the screen. Even if the camera moves, it's always going to draw at (50, 0) on the screen, so as the camera pans, the object will follow and stay stuck to the same place on the screen.
Since you usually don't want that, you give the SpriteBatch
a projection matrix, which is a transformation matrix that tells how to convert screenspace coordinates to worldspace coordinates, and vice versa. This way, when you tell the batch "draw at (50, 0)", it can look at the matrix it got from the camera and see that, since the camera has moved, (50, 0) in the world actually means (10, 0) on the screen, and it will draw your sprite in the right place.