Camera
Functions
Camera Position
Returns the position of the camera in game coordinates. This will be the coordinate of the upper left corner of the screen.
Return Type: Point 2d
Signatures:
point_2d camera_position()
public static Point2D Camera.Position { get }public static Point2D SplashKit.CameraPosition();
def camera_position():
function CameraPosition(): Point2D
Camera X
Returns the x location of the camera in game coordinates. This represents the left most x value shown on the screen, with the right of the screen being at camera x + screen width.
Return Type: Double
Signatures:
double camera_x()
public static double Camera.X { get }public static double SplashKit.CameraX();
def camera_x():
function CameraX(): Double
Usage:
Camera Y
Returns the y location of the camera in game coordinates. This represents the stop most y value shown on the screen, with bottom of screen being at camera y + screen height.
Return Type: Double
Signatures:
double camera_y()
public static double Camera.Y { get }public static double SplashKit.CameraY();
def camera_y():
function CameraY(): Double
Usage:
Center Camera On
Center Camera On
Set the camera view to be centered over the specific sprite. The offset vector allows you to move the sprite from the direct center of the screen.
Parameters:
Name | Type | Description |
---|---|---|
s | Sprite | The sprite to track. |
offset | Vector 2d | The amount to offset the camera, allowing you to position the sprite away from the center of the screen. |
Signatures:
void center_camera_on(sprite s, const vector_2d &offset)
public static void Camera.CenterOn(Sprite s, Vector2D offset);public static void SplashKit.CenterCameraOn(Sprite s, Vector2D offset);
def center_camera_on_vector(s, offset):
procedure CenterCameraOn(s: Sprite; const offset: Vector2D)
Center Camera On
Set the camera view to be centered over the specific sprite. The offset vector allows you to move the sprite from the direct center of the screen.
Parameters:
Name | Type | Description |
---|---|---|
s | Sprite | The sprite to track. |
offset_x | Double | An additional offset added to the camera, allowing you to position the sprite offset from the center of the screen. |
offset_y | Double | An additional offset added to the camera, allowing you to position the sprite offset from the center of the screen. |
Signatures:
void center_camera_on(sprite s, double offset_x, double offset_y)
public static void Camera.CenterOn(Sprite s, double offsetX, double offsetY);public static void SplashKit.CenterCameraOn(Sprite s, double offsetX, double offsetY);
def center_camera_on(s, offset_x, offset_y):
procedure CenterCameraOn(s: Sprite; offsetX: Double; offsetY: Double)
Move Camera By
Move Camera By
Move the camera (offset its world x and y values) using the specified vector. For example, if you move the camera by the same speed vector of a sprite the camera will “track” (be locked on to) the sprite as it moves.
Parameters:
Name | Type | Description |
---|---|---|
offset | Vector 2d | The amount to move the camera. |
Signatures:
void move_camera_by(const vector_2d &offset)
public static void Camera.MoveBy(Vector2D offset);public static void SplashKit.MoveCameraBy(Vector2D offset);
def move_camera_by_vector(offset):
procedure MoveCameraBy(const offset: Vector2D)
Move Camera By
Move the camera (offset its world x and y values) using the specified dx (change in x) and dy (change in x) values.
Parameters:
Name | Type | Description |
---|---|---|
dx | Double | The amount to move the camera along the x axis. |
dy | Double | The amount to move the camera along the y axis. |
Signatures:
void move_camera_by(double dx, double dy)
public static void Camera.MoveBy(double dx, double dy);public static void SplashKit.MoveCameraBy(double dx, double dy);
def move_camera_by(dx, dy):
procedure MoveCameraBy(dx: Double; dy: Double)
Usage:
Move Camera To
Move Camera To
Move the camera view (screen top left) to a specified point in the world. This will be the new top left corner of the screen.
Parameters:
Name | Type | Description |
---|---|---|
pt | Point 2d | The new camera location |
Signatures:
void move_camera_to(const point_2d &pt)
public static void Camera.MoveTo(Point2D pt);public static void SplashKit.MoveCameraTo(Point2D pt);
def move_camera_to_point(pt):
procedure MoveCameraTo(const pt: Point2D)
Move Camera To
Move the camera view to a world location specified by the x and y values. This will be the new top left corner of the screen.
Parameters:
Name | Type | Description |
---|---|---|
x | Double | The new camera x location |
y | Double | The new camera y location |
Signatures:
void move_camera_to(double x, double y)
public static void Camera.MoveTo(double x, double y);public static void SplashKit.MoveCameraTo(double x, double y);
def move_camera_to(x, y):
procedure MoveCameraTo(x: Double; y: Double)
Point In Window
Tests if the point is in the window.
Parameters:
Name | Type | Description |
---|---|---|
wind | Window | The window to check |
pt | Point 2d | The point to check. |
Return Type: Boolean
Signatures:
bool point_in_window(window wind, const point_2d &pt)
public static bool Camera.PointInWindow(Window wind, Point2D pt);public static bool SplashKit.PointInWindow(Window wind, Point2D pt);
def point_in_window(wind, pt):
function PointInWindow(wind: Window; const pt: Point2D): Boolean
Point On Screen
Tests if the point is on the screen.
Parameters:
Name | Type | Description |
---|---|---|
pt | Point 2d | The point to check. |
Return Type: Boolean
Signatures:
bool point_on_screen(const point_2d &pt)
public static bool Camera.PointOnScreen(Point2D pt);public static bool SplashKit.PointOnScreen(Point2D pt);
def point_on_screen(pt):
function PointOnScreen(const pt: Point2D): Boolean
Rect In Window
Tests if the rectangle is within the bounds of the window.
Parameters:
Name | Type | Description |
---|---|---|
wind | Window | The window to check |
rect | Rectangle | The rectangle to check. |
Return Type: Boolean
Signatures:
bool rect_in_window(window wind, const rectangle &rect)
public static bool Camera.RectInWindow(Window wind, Rectangle rect);public static bool SplashKit.RectInWindow(Window wind, Rectangle rect);
def rect_in_window(wind, rect):
function RectInWindow(wind: Window; const rect: Rectangle): Boolean
Rect On Screen
Tests if the rectangle is on the screen.
Parameters:
Name | Type | Description |
---|---|---|
rect | Rectangle | The rectangle to check. |
Return Type: Boolean
Signatures:
bool rect_on_screen(const rectangle &rect)
public static bool Camera.RectOnScreen(Rectangle rect);public static bool SplashKit.RectOnScreen(Rectangle rect);
def rect_on_screen(rect):
function RectOnScreen(const rect: Rectangle): Boolean
Screen Center
Returns the center of the screen in world coordinates.
Return Type: Point 2d
Signatures:
point_2d screen_center()
public static Point2D Camera.ScreenCenter { get }public static Point2D SplashKit.ScreenCenter();
def screen_center():
function ScreenCenter(): Point2D
Screen Rectangle
Returns a rectangle that represents the dimensions of the window.
Return Type: Rectangle
Signatures:
rectangle screen_rectangle()
public static Rectangle Camera.ScreenRectangle { get }public static Rectangle SplashKit.ScreenRectangle();
def screen_rectangle():
function ScreenRectangle(): Rectangle
Set Camera Position
Change the position of the camera to a specified world coordinate. This will then be the new top left most position of the screen within the world.
Parameters:
Name | Type | Description |
---|---|---|
pos | Point 2d | The new location of the camera. |
Signatures:
void set_camera_position(point_2d pos)
public static void Camera.Position { set }public static void SplashKit.SetCameraPosition(Point2D pos);
def set_camera_position(pos):
procedure SetCameraPosition(pos: Point2D)
Set Camera X
Change the X position of the camera to a specified world coordinate. This will then be the new left most position of the screen within the world.
Parameters:
Name | Type | Description |
---|---|---|
x | Double | The new x coordinate for the camera |
Signatures:
void set_camera_x(double x)
public static void Camera.X { set }public static void SplashKit.SetCameraX(double x);
def set_camera_x(x):
procedure SetCameraX(x: Double)
Set Camera Y
Change the Y position of the camera to a specified world coordinate. This will then be the new top most position of the screen within the world.
Parameters:
Name | Type | Description |
---|---|---|
y | Double | The new y coordinate for the camera |
Signatures:
void set_camera_y(double y)
public static void Camera.Y { set }public static void SplashKit.SetCameraY(double y);
def set_camera_y(y):
procedure SetCameraY(y: Double)
To Screen
To Screen
Convert the passed in world coordinates to screen coordinates.
Parameters:
Name | Type | Description |
---|---|---|
pt | Point 2d | The point to convert - this should be in world coordinates. |
Return Type: Point 2d
Signatures:
point_2d to_screen(const point_2d &pt)
public static Point2D Camera.ToScreen(Point2D pt);public static Point2D SplashKit.ToScreen(Point2D pt);
def to_screen_point(pt):
function ToScreen(const pt: Point2D): Point2D
To Screen
Convert the rectangle in world coordinates to screen coordinates.
Parameters:
Name | Type | Description |
---|---|---|
rect | Rectangle | The rectangle to convert - this should be in world coordinates. |
Return Type: Rectangle
Signatures:
rectangle to_screen(const rectangle &rect)
public static Rectangle Camera.ToScreen(Rectangle rect);public static Rectangle SplashKit.ToScreen(Rectangle rect);
def to_screen_rectangle(rect):
function ToScreen(const rect: Rectangle): Rectangle
To Screen X
Translate a world x value to the current screen x value which is based on the camera position.
Parameters:
Name | Type | Description |
---|---|---|
world_x | Double | The value of the x coordinate to translate to screen. |
Return Type: Double
Signatures:
double to_screen_x(double world_x)
public static double Camera.ToScreenX(double worldX);public static double SplashKit.ToScreenX(double worldX);
def to_screen_x(world_x):
function ToScreenX(worldX: Double): Double
To Screen Y
Translate a world y value to the current screen y value set by the camera.
Parameters:
Name | Type | Description |
---|---|---|
world_y | Double | The value of the y coordinate to translate to screen. |
Return Type: Double
Signatures:
double to_screen_y(double world_y)
public static double Camera.ToScreenY(double worldY);public static double SplashKit.ToScreenY(double worldY);
def to_screen_y(world_y):
function ToScreenY(worldY: Double): Double
To World
Converts the passed in point from screen coordinates to world coordinates.
Parameters:
Name | Type | Description |
---|---|---|
pt | Point 2d | The point in screen coordinates. |
Return Type: Point 2d
Signatures:
point_2d to_world(const point_2d &pt)
public static Point2D Camera.ToWorld(Point2D pt);public static Point2D SplashKit.ToWorld(Point2D pt);
def to_world(pt):
function ToWorld(const pt: Point2D): Point2D
To World X
Translate a screen x value (based on the camera) to a world x value
Parameters:
Name | Type | Description |
---|---|---|
screen_x | Double | The value of the x coordinate on screen to translate to the world. |
Return Type: Double
Signatures:
double to_world_x(double screen_x)
public static double Camera.ToWorldX(double screenX);public static double SplashKit.ToWorldX(double screenX);
def to_world_x(screen_x):
function ToWorldX(screenX: Double): Double
To World Y
Translate a screen y value (based on the camera) to a world y value
Parameters:
Name | Type | Description |
---|---|---|
screen_y | Double | The value of the y coordinate on screen to translate to the world. |
Return Type: Double
Signatures:
double to_world_y(double screen_y)
public static double Camera.ToWorldY(double screenY);public static double SplashKit.ToWorldY(double screenY);
def to_world_y(screen_y):
function ToWorldY(screenY: Double): Double
Vector World To Screen
Returns a vector that can transform points from world to screen coordinates.
Return Type: Vector 2d
Signatures:
vector_2d vector_world_to_screen()
public static Vector2D Camera.VectorWorldToScreen { get }public static Vector2D SplashKit.VectorWorldToScreen();
def vector_world_to_screen():
function VectorWorldToScreen(): Vector2D
Window Area
Returns a rectangle that represents the dimensions of the window based on the camera.
Parameters:
Name | Type | Description |
---|---|---|
wind | Window | The window |
Return Type: Rectangle
Signatures:
rectangle window_area(window wind)
public Rectangle Window.Area { get }public static Rectangle SplashKit.WindowArea(Window wind);
def window_area(wind):
function WindowArea(wind: Window): Rectangle