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| author | realtradam <[email protected]> | 2021-04-19 21:58:14 -0400 |
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| committer | realtradam <[email protected]> | 2021-04-19 21:58:14 -0400 |
| commit | 69d5a3c712028b0448489c89243618b864dd02ea (patch) | |
| tree | 706f872e20692d7fddb1c0c4c4a0952159374f76 /README.md | |
| parent | 1966075b705877353cb9b5d61e71c17f9cef4c80 (diff) | |
| download | ruby2d-camera-69d5a3c712028b0448489c89243618b864dd02ea.tar.gz ruby2d-camera-69d5a3c712028b0448489c89243618b864dd02ea.zip | |
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Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -7,10 +7,9 @@ Controls: WASD to move character -IJKL to switch camera into manual mode, and to move it around -F to switch camera back into follow mode -Q/E to zoom change the zoom -R to reset the zoom +IJKL to move camera +Q/E to rotate camera +R to reset the rotation --- @@ -18,7 +17,8 @@ I wanted to make a proof of concept to see how feasible it is to implement a cam How it works: -A single `Camera` class exists which keeps track of most objects that exists. Whenever you want the camera to move it simply move the entire game world. +A single `Camera` module exists which keeps track of objects that you add to it. When you add an object to the camera (currently only triangles) it creates a wrapper for the object and modifys it to work with the camera. + If you want to use this little demo in your own projects feel free to do so! All you need is the camera.rb file and then just `require` or `require_relative` it into your project. See the code as an example for how it is used. |
