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Camera movement on x, y and z (parallax) axis. Display of elements consider camera and z-index.

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matuqam/pygame_camera

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Vectors

  • speed (aka movement) and position values use a Vector class
  • MoveKey holds key configuration
  • EventManager holds logic for event management (aka key pressed...)
  • Entity holds Rect, parallax and movement logic
  • protagonist can move in 2d and change parallax for a 3d effect.

Next steps

Priority: High

  • Element display should be based on parallax. (near objects should draw on top of far objects)
  • Allow camera to change position
    • allow camera x axis movement
    • allow camera y axis movement
    • allow camera parallax change
  • consider camera position change for element drawing
    • deal with camera movement on the x axis
    • deal with camera movement on the y axis
    • deal with camera parallax change
  • implement camera shake
    • initial implementation -- working camera shake
    • assess if current way of going about implementation makes sens
    • cleanup implementation -- make the code resonably pretty
  • have each Entity (Camera also) hold their own movement keys and movement logic

Priority: Low (aka when/if I feel like it)

  • Camera changes
    • do not draw elements that have a parallax higher than the camera (they are "behind" the camera)
    • allow camera to "switch" positional logic. Instead of following its own Rect, follow passed rect.

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Camera movement on x, y and z (parallax) axis. Display of elements consider camera and z-index.

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