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| author | realtradam <[email protected]> | 2021-08-09 08:27:22 -0400 |
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| committer | realtradam <[email protected]> | 2021-08-09 08:27:22 -0400 |
| commit | f660af1767ec6243e92f1a41c2d9636e2b88790d (patch) | |
| tree | f087b52f2e723d1ac66a33006de7b215689967c0 | |
| parent | 026c466d05a7eda8f3f16f07c172acb567251119 (diff) | |
| download | ruby2d-camera-f660af1767ec6243e92f1a41c2d9636e2b88790d.tar.gz ruby2d-camera-f660af1767ec6243e92f1a41c2d9636e2b88790d.zip | |
fixed up readme
| -rw-r--r-- | README.mdown | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/README.mdown b/README.mdown index 6152d07..4db7221 100644 --- a/README.mdown +++ b/README.mdown @@ -21,8 +21,8 @@ Create your object as if you would create it in Ruby2D except you need to prefix ### There are also 2 helpful functions: -- `Camera.coordinate_to_worldspace(x,y)` You pass coordinates on the screen(for example where a player clicked in the window) and it will return the coordinates(in a 2d array) what the coordinates are in the world -- `Camera.coordinate_to_screenspace(x,y)` You pass in a coordinate in the world(for example an enemy in your game) and it will give you the coordinates(in a 2d array) of where on the screen this character appears. Note this function may return values that are outside of the screen if the object is not in view of the camera +- `Camera.coordinate_to_worldspace(x,y)` You pass in the coordinates on the screen(for example where a player clicked in the window) and it will return the coordinates(in an [x,y] array) what the coordinates are in the world +- `Camera.coordinate_to_screenspace(x,y)` You pass in the coordinate in the world(for example an enemy in your game) and it will give you the coordinates(in an [x,y] array) of where on the screen this character appears. Note this function may return values that are outside of the screen if the object is not in view of the camera ## How it works: |
