Timeline for Camera bounds with container overflow
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Jul 11, 2020 at 12:51 | vote | accept | Stnaire | ||
Jul 11, 2020 at 12:46 | answer | added | Stnaire | timeline score: 0 | |
Jul 8, 2020 at 12:08 | history | edited | Stnaire | CC BY-SA 4.0 |
added 608 characters in body
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Jul 8, 2020 at 11:41 | comment | added | Stnaire |
The problem is that I don't control the position of the camera, I let this to the framework using the startFollow method on the camera. Doing what you suggest would mean re-implementing what the framework does after calling startFollow . It may not be that difficult but the whole point of using a framework is to avoid re-implementing basic stuff like this. I wonder what I did wrong to have this behavior.
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Jul 8, 2020 at 11:21 | comment | added | DMGregory♦ | Re-centering the view would mean adjusting your camera position so that it's centered on the player while respecting the walls, based on the new viewport. The problem seems to creep in when your viewport crops in so that the player is off-center even though the edge of the world is out of view. | |
Jul 8, 2020 at 11:17 | comment | added | Stnaire |
Hi, I've tried (for testing purposes) to call startFollow and setBounds on each update but it didn't change anything. I don't understand what you mean by "re-centering the view", can you explain? Thanks for your help.
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Jul 8, 2020 at 11:09 | comment | added | DMGregory♦ | Have you tried re-centering your view and re-initializing your camera follow after a scale change? | |
Jul 8, 2020 at 10:31 | review | First posts | |||
Jul 11, 2020 at 9:52 | |||||
Jul 8, 2020 at 10:28 | history | asked | Stnaire | CC BY-SA 4.0 |