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camera.x and .y


InsaneHero
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I know the camera has been overhauled for 1.07 so maybe I'm jumping the gun here:

 

The camera x,y location is defined as the top left of it's view area.  Wouldn't it make more sense to be the centre of that view?

 

I see the focusOnXY function will set the camera so the given x,y is centred (as opposed to setPosition which sets the top-left corner location)... but going the other way I have to add on view.halfWidth to get the actual place where it is looking.

 

(Usage case: I'm controlling the camera myself in order to give it inertia as it follows the target object)

 

I can see this change might screw up a number of projects but overall it seems wrong to have the camera location defined by the view dimensions.  Ideally it's just a point in the world where the camera is looking and the view-port is irrelevant.

 

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Hmm this is a tricky one because there are arguments for it going either way. I think if we're going to change something this dramatic it needs to be done part and parcel of 1.0.7, which changes the way World works a lot already so it makes sense. We're thinking internally right now that we're going to renumber the next release as 1.1, because the changes are getting quite dramatic now.

 

Would be keen to see some other peoples opinions on this. It's easy to support both via different methods, it's what we set as the default that matters.

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