Camera Class
Look at the Camera reference pages before reading these docs.
https://p5play.org/learn/camera.html
A camera
object is created automatically when p5play loads.
Currently, there can only be one camera per p5.js instance.
A camera facilitates scrolling and zooming for scenes extending beyond the canvas. A camera has a position, a zoom factor, and the mouse coordinates relative to the view. The camera is automatically created on the first draw cycle.
In p5.js terms the camera wraps the whole drawing cycle in a transformation matrix but it can be disable anytime during the draw cycle for example to draw interface elements in an absolute position.
Constructor
Camera
-
x
-
y
-
zoom
Parameters:
-
x
NumberInitial x coordinate
-
y
NumberInitial y coordinate
-
zoom
Numbermagnification
Methods
off
()
Deactivates the camera. The canvas will be drawn normally, ignoring the camera's position and scale until camera.on() is called
on
()
Activates the camera. The canvas will be drawn according to the camera position and scale until camera.off() is called
Properties
active
Boolean
True if the camera is active. Read only property. Use the methods Camera.on() and Camera.off() to enable or disable the camera.
Default: false
mouse
Object
Get the translated mouse position relative to the camera view. Offsetting and scaling the canvas will not change the sprites' position nor the mouseX and mouseY variables. Use this property to read the mouse position if the camera moved or zoomed.
mouse.x
Number
mouse.y
Number
pos
Object
The camera's position. {x, y}
position
Object
The camera's position. Alias for pos.
x
Number
The camera x position.
y
Number
The camera y position.
zoom
Number
Camera zoom.
A scale of 1 will be the normal size. Setting it to 2 will make everything twice the size. .5 will make everything half size.
Default: 1