@basementuniverse/camera
v1.8.0
Published
A camera component for use in 2d browser games
Readme
Game Component: Camera
A camera component for use in 2d browser games.
Installation
npm install @basementuniverse/cameraFor direct browser usage, include the UMD build with a script tag:
<script src="build/index.js"></script>The build exposes the package's main class as the BasementUniverseCamera browser
global. It does not add each export directly to window.
How to use
Create a camera:
import Camera from '@basementuniverse/camera';
const camera = new Camera();When using the library directly from a browser script, use the
BasementUniverseCamera global:
<script src="build/index.js"></script>
<script>
const camera = new BasementUniverseCamera({ x: 0, y: 0 });
camera.update({ x: canvas.width, y: canvas.height });
</script>Update the camera transforms:
class Game {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private camera: Camera;
public constructor() {
this.camera = new Camera();
}
public update() {
// We should update the camera every frame...
this.camera.update({
x: this.canvas.width,
y: this.canvas.height,
});
}
public draw(context: CanvasRenderingContext2D) {
context.save();
// This applies the camera's transforms...
this.camera.setTransforms(context);
// Draw everything else...
context.restore();
}
}Move the camera by setting camera.position.
Get the camera's current "real" position (after easing) by reading camera.actualPosition.
Snap the camera to a new position (without easing) by setting camera.positionImmediate.
Zoom the camera by setting camera.scale.
Get the camera's current "real" zoom level (after easing) by reading camera.actualScale.
Snap the camera to a new zoom level (without easing) by setting camera.scaleImmediate.
Fetch the camera's world-space bounds:
const bounds: {
top: number;
bottom: number;
left: number;
right: number;
} = camera.bounds;Convert a screen-space position to world-space:
const worldPosition: {
x: number;
y: number;
} = camera.screenToWorld(screenPosition);Convert a world-space position to screen-space:
const screenPosition: {
x: number;
y: number;
} = camera.worldToScreen(worldPosition);Options
const options = { ... };
const camera = new Camera(options);| Option | Type | Default | Description |
| --- | --- | --- | --- |
| allowScale | boolean | true | Allow the camera to zoom |
| minScale | number | 0.5 | Minimum zoom level |
| maxScale | number | 4 | Maximum zoom level |
| moveEaseAmount | number | 0.1 | Position easing amount, set to 0 for no easing |
| scaleEaseAmount | number | 0.1 | Scale easing amount, set to 0 for no easing |
| bounds | Bounds | undefined | Optional movement bounds |
type Bounds = {
top: number;
left: number;
bottom: number;
right: number;
};Backwards compatibility
This camera component used to work like so:
class Game {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private camera: Camera;
public constructor() {
this.camera = new Camera();
}
public update() {
// ...
}
public draw(context: CanvasRenderingContext2D) {
context.save();
this.camera.draw(context, { x: this.canvas.width, y: this.canvas.height });
// Draw everything else...
context.restore();
}
}More specifically, it had a draw() method which updated the camera's internal state and applied the context transforms all in one go.
This method still exists for backwards compatibility, but it is now deprecated and might be removed in a future version.
