Class: Camera

Camera()

new Camera()

Manages the viewport of the game world.
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Members

x :number

The x-coordinate of the camera's top-left corner in world space. This is effectively the viewportX offset.
Type:
  • number
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y :number

The y-coordinate of the camera's top-left corner in world space. This is effectively the viewportY offset.
Type:
  • number
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Methods

getViewportX() → {number}

Gets the current x-coordinate of the viewport (camera's top-left x in world space).
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Returns:
Type
number

getViewportY() → {number}

Gets the current y-coordinate of the viewport (camera's top-left y in world space).
Source:
Returns:
Type
number

setTarget(targetEntity, screenFocusXopt, screenFocusYopt)

Sets the target entity for the camera to follow. The target should either have direct worldX, worldY, width, height properties, OR have getPosition() and getDimensions() methods.
Parameters:
Name Type Attributes Description
targetEntity object | null The entity or object to follow.
screenFocusX number <optional>
Optional: The x-coordinate on screen where the target should be centered.
screenFocusY number <optional>
Optional: The y-coordinate on screen where the target should be centered.
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setViewportDimensions(viewportWidth, viewportHeight)

Updates the dimensions of the camera's viewport (e.g., if canvas is resized).
Parameters:
Name Type Description
viewportWidth number The new width of the viewport.
viewportHeight number The new height of the viewport.
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setWorldDimensions(worldWidth, worldHeight)

Updates the dimensions of the game world.
Parameters:
Name Type Description
worldWidth number The new total width of the game world.
worldHeight number The new total height of the game world.
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update()

Updates the camera's position. If a target is set, it follows the target. Also clamps the camera to the world boundaries.
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Camera(config)

new Camera(config)

Creates a new Camera instance.
Parameters:
Name Type Description
config object Configuration object for the camera.
Properties
Name Type Description
viewportWidth number The width of the camera's viewport (typically canvas width).
viewportHeight number The height of the camera's viewport (typically canvas height).
worldWidth number The total width of the game world.
worldHeight number The total height of the game world.
Source:

Members

x :number

The x-coordinate of the camera's top-left corner in world space. This is effectively the viewportX offset.
Type:
  • number
Source:

y :number

The y-coordinate of the camera's top-left corner in world space. This is effectively the viewportY offset.
Type:
  • number
Source:

Methods

getViewportX() → {number}

Gets the current x-coordinate of the viewport (camera's top-left x in world space).
Source:
Returns:
Type
number

getViewportY() → {number}

Gets the current y-coordinate of the viewport (camera's top-left y in world space).
Source:
Returns:
Type
number

setTarget(targetEntity, screenFocusXopt, screenFocusYopt)

Sets the target entity for the camera to follow. The target should either have direct worldX, worldY, width, height properties, OR have getPosition() and getDimensions() methods.
Parameters:
Name Type Attributes Description
targetEntity object | null The entity or object to follow.
screenFocusX number <optional>
Optional: The x-coordinate on screen where the target should be centered.
screenFocusY number <optional>
Optional: The y-coordinate on screen where the target should be centered.
Source:

setViewportDimensions(viewportWidth, viewportHeight)

Updates the dimensions of the camera's viewport (e.g., if canvas is resized).
Parameters:
Name Type Description
viewportWidth number The new width of the viewport.
viewportHeight number The new height of the viewport.
Source:

setWorldDimensions(worldWidth, worldHeight)

Updates the dimensions of the game world.
Parameters:
Name Type Description
worldWidth number The new total width of the game world.
worldHeight number The new total height of the game world.
Source:

update()

Updates the camera's position. If a target is set, it follows the target. Also clamps the camera to the world boundaries.
Source: