Members
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<readonly> atmosphere :Boolean
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Whether camera is overlaying atmosphere ontop of game world.
- Default Value:
- false
- Source:
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atmosphereFadeDuration :Number
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Duration of atmosphere fade.
- Default Value:
- 1000
- Source:
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<readonly> atmosphereOverlay :Object
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Atmosphere overlay entity.
- created on first atmosphere add- Default Value:
- null
- Source:
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atmosphereSettings :ig.EntityExtended
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Atmosphere overlay settings that map directly to ig.UIOverlay settings.
- Source:
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autoFollowPlayer :Boolean
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Whether camera should auto-follow player. IMPORTANT: this only checks once when the level is first created and on each ig.Player#spawn!
- Source:
- See:
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boundsLevel :Object
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Level bounds within which camera should stay when locking camera within level.
- calculated automatically on ig.GameExtended#buildLevel and ig.GameExtended#resize- Source:
- See:
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boundsTrap :Object
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Bounds within which to stay relative to entity camera is following. Tip: this is otherwise known as a camera trap.
- Source:
- See:
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boundsTrapAsPct :Boolean
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Whether to automatically calculate ig.Camera#boundsTrap from percentages in ig.Camera#boundsTrapPct.
- Source:
- See:
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boundsTrapPct :Object
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Bounds, as a percentage of screen size between -0.5 and 0.5, within which to stay relative to entity camera is following. Tip: this is otherwise known as a camera trap.
- Source:
- See:
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centerFirstFollow :Boolean
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Whether camera should center first followed entity of a level.
- Source:
- See:
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<readonly> changed :Boolean
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Whether camera has been changed since last update.
- Source:
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entity :ig.EntityExtended
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Entity camera is following.
- Default Value:
- null
- Source:
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entityFallback :ig.EntityExtended
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Entity camera will automatically follow when nothing else to follow.
- Default Value:
- null
- Source:
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keepCentered :Boolean
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Whether to always try to keep centered on entity camera is following. IMPORTANT: this will override ig.Camera#boundsTrap and ig.Camera#boundsTrapPct.
- Source:
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keepInsideLevel :Boolean
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Whether to keep the camera locked inside the level, preventing black borders
- Source:
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lerp :Number
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How quickly to interpolate to target camera location.
- Source:
// set to 1 to snap camera camera.lerp = 1; // set to 0.025 to move slowly and smoothly camera.lerp = 0.025;
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lightAmplification :Number
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Multiplier to amplify lights when cutting them out from atmosphere.
- Default Value:
- 3
- Source:
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lightBaseOnly :Boolean
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Whether to draw light base shape (i.e. circle) or with shadows included, when cutting lights out of atmosphere.
- be careful when using this with characters that cast shadows!- Default Value:
- true
- Source:
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lightsCutout :Boolean
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Whether to cut lights out of atmosphere.
- Default Value:
- true
- Source:
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onTransitioned :ig.Signal
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Signal dispatched when camera finishes transitioning between entities to follow.
- created on init.- Source:
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paused :Boolean
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Whether camera is paused.
- Default Value:
- false
- Source:
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<readonly> screenLast :Object
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Last position of screen.
- Source:
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shakeDuration :Number
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Camera shake duration in seconds.
- Default Value:
- 2
- Source:
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shakeFunction :function
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Camera shake value function.
- Source:
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shakeOffset :Vector2|Object
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Camera shake value function.
- created on first shake- Source:
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shakeStrength :Boolean
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Camera shake strength.
- Default Value:
- 8
- Source:
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shakeTimer :ig.Timer
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Camera shake timer.
- created on first shake- Source:
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shaking :Boolean
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Whether camera is shaking.
- Source:
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snapFirstFollow :Boolean
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Whether camera should snap, instead of transition, to first followed entity of a level.
- Source:
- See:
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transitionDistance :Number
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Base distance to try to transition per duration.
- when set to -1, will not affect transition duration- Source:
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transitionDuration :Number
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Duration of transition when switching entities that camera is following.
- Source:
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transitionDurationMax :Number
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Maximum duration of transition when switching entities that camera is following.
- Source:
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transitionDurationMin :Number
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Minimum duration of transition when switching entities that camera is following.
- Source:
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<readonly> transitioning :Boolean
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Whether camera is transitioning between entities to follow.
- Source:
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<readonly> transitioningCenter :Boolean
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Whether camera is transitioning to the center.
- Source:
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<readonly> transitioningInstantly :Boolean
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Whether camera is transitioning instantly.
- Source:
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<readonly> transitionPct :Number
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Percent progress of transition.
- Source:
Methods
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addAtmosphere(duration, atmosphereSettings)
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Creates and overlays atmosphere ontop of game world.
Parameters:Name Type Argument Description duration
Number <optional>
duration of fade. atmosphereSettings
Object <optional>
settings for atmosphere. - Source:
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follow(entity, snap, center)
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Starts following an entity.
Parameters:Name Type Argument Description entity
ig.EntityExtended entity to follow. snap
Boolean <optional>
whether to snap to entity instead of transitioning. center
Boolean <optional>
whether to center on entity. - Source:
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followFallback(entity, snap, center)
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Sets a fallback follow entity and follows if not following any other.
Parameters:Name Type Argument Description entity
ig.EntityExtended <optional>
entity to follow. snap
Boolean <optional>
whether to snap to entity instead of transitioning. center
Boolean <optional>
whether to center on entity. - Source:
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followPlayer(snap, center)
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Gets player entity and follow it as fallback.
Parameters:Name Type Argument Description snap
Boolean <optional>
whether to snap to entity instead of transitioning. center
Boolean <optional>
whether to center on entity. - Source:
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followRespawnable(entity)
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Special follow case for use with respawned entity that pauses and makes entity invulnerable until transition is complete.
Parameters:Name Type Argument Description entity
ig.EntityExtended <optional>
entity to follow. - Source:
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getBoundsLevel(map)
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Calculates the bounds for the current level.
Parameters:Name Type Argument Default Description map
ig.Map <optional>
ig.game.collisionMap map to use in defining boundaries - Source:
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init(settings)
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Initializes camera.
Parameters:Name Type Description settings
Object settings for camera. - Source:
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pause()
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Pauses camera.
- Source:
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ready()
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Sets camera as ready. Called automatically at end of ig.GameExtended#buildLevel.
- Source:
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removeAtmosphere(duration)
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Fades and removes atmosphere.
Parameters:Name Type Argument Description duration
Number <optional>
duration of fade. - Source:
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reset()
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Resets camera and game screen, then unfollows current entity that camera is following.
- Source:
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resize()
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Resizes camera.
- Source:
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shake()
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Starts shaking camera to simulate an earthquake.
- Source:
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shakeStop()
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Stops shaking camera.
- Source:
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toggleAtmosphere(duration, atmosphereSettings)
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Toggles atmosphere.
Parameters:Name Type Argument Description duration
Number <optional>
duration of fade. atmosphereSettings
Object <optional>
settings for atmosphere. - Source:
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transitionComplete()
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Called automatically when transition is completed.
- Source:
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unfollow()
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Stops following and/or transitioning to an entity.
- Source:
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unfollowFallback()
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Unsets follow fallback entity.
- Source:
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unpause()
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Unpauses camera.
- Source:
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update()
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Updates camera.
- Source:
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updateAtmosphere()
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Updates atmosphere if camera changed or cutting lights out of atmosphere and lights changed.
- called automatically by camera's update.- Source:
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updateFollow()
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Updates a follow in progress.
- called automatically by camera's update.- Source:
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updateShake()
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Updates camera shake.
- Source: