Difference between revisions of "ShaderFollowCharacter (CMS)"
From The Official Visionaire Studio: Adventure Game Engine Wiki
m |
|||
| (One intermediate revision by one other user not shown) | |||
| Line 38: | Line 38: | ||
|- | |- | ||
| delay || integer (number) || The amount of time (in milliseconds) needed to scroll &/or zoom the camera to the current characters location. | | delay || integer (number) || The amount of time (in milliseconds) needed to scroll &/or zoom the camera to the current characters location. | ||
| − | |} | + | |}{{toc}} |
| − | {{toc}} | ||
Latest revision as of 14:49, 19 May 2015
| 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. |