Activates the camera. The display area will be drawn according to the camera position and scale until camera.off()
is called.
The camera enables scrolling and zooming for scenes extending beyond the display area. A camera has a position, a zoom factor, and mouse coordinates relative to the view. The camera is automatically created and available for use.
Hold the mouse down to activate the camera and link to the sprite movement.
// Hold the mouse down to activate the camera and link to the sprite movement. var back = createSprite(200, 200); back.setAnimation("stone_snow_1"); back.scale = 3; var sprite = createSprite(200,200); sprite.setAnimation("ladybug_1"); function draw() { background("white"); drawSprites(); if (keyDown("right")) { sprite.x = sprite.x+5; } if (keyDown("left")) { sprite.x = sprite.x-5; } if (mouseDown("leftButton")) { camera.on(); camera.x=sprite.x; camera.y=sprite.y; } else { camera.off(); } }
Link the camera to the main sprite movement and scroll stationary sprites.
// Link the camera to the main sprite movement and scroll stationary sprites. var sprite = createSprite(200,200); sprite.setAnimation("alienBlue_walk_1"); var cactus = createSprite(100, 300); var fence = createSprite(300, 300); cactus.setAnimation("cactus_1"); fence.setAnimation("fence_wood_1"); camera.on(); function draw() { background("white"); drawSprites(); camera.x=sprite.x; camera.y=sprite.y; if (keyDown("right")) { sprite.x = sprite.x+5; sprite.mirrorX(1); } if (keyDown("left")) { sprite.x = sprite.x-5; sprite.mirrorX(-1); } if(sprite.x-cactus.x>200) cactus.x=sprite.x+200; if(cactus.x-sprite.x>200) cactus.x=sprite.x-200; if(sprite.x-fence.x>200) fence.x=sprite.x+200; if(fence.x-sprite.x>200) fence.x=sprite.x-200; }
camera.on();
No return value. Possibly changes output in the display after drawSprites() is called.
draw()
loop. Found a bug in the documentation? Let us know at documentation@code.org