Difference between revisions of "ShaderFollowCharacter (CMS)"
From The Official Visionaire Studio: Adventure Game Engine Wiki
Line 1: | Line 1: | ||
− | + | {| class="ts" style="width:100%" | |
− | + | |- | |
− | + | ! style="text-align:left" | Name !! style="text-align:left" | Type | |
− | + | |- | |
− | + | | shaderFollowCharacter(character, zoom, delay) || Execution | |
+ | |} | ||
Line 9: | Line 10: | ||
− | + | == Examples == | |
− | + | === Enable === | |
− | + | Follow current character around the screen | |
− | |||
− | |||
− | |||
− | |||
<syntaxhighlight> | <syntaxhighlight> | ||
shaderFollowCharacter("", 1.2, 3000) -- follow current character at 1.2x zoom over 3s per movement. | shaderFollowCharacter("", 1.2, 3000) -- follow current character at 1.2x zoom over 3s per movement. | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | + | Follow a specific character around the screen | |
<syntaxhighlight> | <syntaxhighlight> | ||
shaderFollowCharacter("character_name", 1.2, 3000) -- follow character_name at 1.2x zoom over 3s per movement. | shaderFollowCharacter("character_name", 1.2, 3000) -- follow character_name at 1.2x zoom over 3s per movement. | ||
</syntaxhighlight> | </syntaxhighlight> | ||
− | + | === Disable === | |
− | + | Stop following character & restore screen viewport back to default value | |
<syntaxhighlight> | <syntaxhighlight> | ||
shaderStopFollow(easeQuintOut) -- stop following camera & ease back to viewport default with QuintOut | shaderStopFollow(easeQuintOut) -- stop following camera & ease back to viewport default with QuintOut | ||
Line 31: | Line 28: | ||
− | + | == Syntax Breakdown == | |
− | + | {| class="ts" style="width:100%" | |
− | + | |- | |
− | + | ! style="text-align:left" | Name !! style="text-align:left" | Type !! style="text-align:left;width:80%" | Description | |
− | This should be the name of the character you want to follow; if string is empty then it will automatically follow the current character. | + | |- |
− | + | | character || "string" || This should be the name of the character you want to follow; if string is empty then it will automatically follow the current character. | |
− | + | |- | |
− | This should contain the zoom amount. (''1 = default'') | + | | zoom || float (decimal) || This should contain the zoom amount. (''1 = default'') |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | delay || integer (number) || The amount of time (in milliseconds) needed to scroll &/or zoom the camera to the current characters location. |
|} | |} | ||
+ | {{toc}} |
Revision as of 15:09, 30 September 2014
Name | Type |
---|---|
shaderFollowCharacter(character, zoom, delay) | Execution |
Smoothly follow the specified character around the screen. The shader toolkit is needed for this function to work.
Examples
Enable
Follow current character around the screen
shaderFollowCharacter("", 1.2, 3000) -- follow current character at 1.2x zoom over 3s per movement.
Follow a specific character around the screen
shaderFollowCharacter("character_name", 1.2, 3000) -- follow character_name at 1.2x zoom over 3s per movement.
Disable
Stop following character & restore screen viewport back to default value
shaderStopFollow(easeQuintOut) -- stop following camera & ease back to viewport default with QuintOut
Syntax Breakdown
Name | Type | Description |
---|---|---|
character | "string" | This should be the name of the character you want to follow; if string is empty then it will automatically follow the current character. |
zoom | float (decimal) | This should contain the zoom amount. (1 = default) |
delay | integer (number) | The amount of time (in milliseconds) needed to scroll &/or zoom the camera to the current characters location. |