Camera2d
Extends: Camera
Properties
top(float)bottom(float)right(float)left(float)near(float)far(float)name(string)
Constructor
new Camera2d(): Camera2dInstance Methods
setTarget(targetPos: BGE.Math.Vector): void
Parameters
targetPos(BGE.Math.Vector)
Returns
void
setBounds(x: float, y: float, width: float, height: float): void
Keeps the view inside a world rectangle (world +y up, so (x, y) is its bottom-left corner), e.g. a level's extent, so the camera never shows past its edges. On an axis where the rectangle is smaller than the view, the view is centred on it instead.
Parameters
x(float) — left edgey(float) — bottom edgewidth(float)height(float)
Returns
void
clearBounds(): void
Stops keeping the view inside a rectangle.
Returns
void
follow(entity: GameEntity): void
Centres the camera on an entity's position every frame, just before drawing, so the view is never a frame behind the entity's movement. Bounds from setBounds() still apply. Following stops by itself once the entity is destroyed.
Parameters
entity(GameEntity) — the entity to follow, or invalid to stop following
Returns
void
stopFollowing(): void
Stops following the entity passed to follow().
Returns
void
checkMovement(): void
Returns
void
rotate(rotation: BGE.Math.Vector): void
Parameters
rotation(BGE.Math.Vector)
Returns
void
isInView(point: BGE.Math.Vector): boolean
Parameters
point(BGE.Math.Vector)
Returns
boolean
isAnyInView(points: Array.<BGE.Math.Vector>): boolean
Parameters
points(Array.<BGE.Math.Vector>)
Returns
boolean
computeWorldToCameraMatrix(): void
Returns
void
distanceFromCameraFront(point: BGE.Math.Vector): float
Parameters
point(BGE.Math.Vector)
Returns
float
worldPointToCanvasPoint(
pWorld: BGE.Math.Vector,
): BGE.Math.Vector
Parameters
pWorld(BGE.Math.Vector)
Returns
BGE.Math.Vector