This is a very small library for doing viewport/camera management in a HTML5 Canvas based game in a pixel and aspect-ratio independent manner.
That is, you can use the canvas context however you like, with any sized canvas and the output will be the same (consider the case of stretching the canvas to fit various screen resolutions and devices).
const canvas = document.createElement("canvas")
const context = this.canvas.getContext("2d")
const camera = new Camera(context)
Very exciting, there are a few methods to manipulate the camera with once it is created
Move the centre of the viewport to the location specified by x and y
camera.moveTo(x, y)
Zoom out/in to the specified distance from the 2D plane
camera.zoomTo(z)
Transform a coordinate pair from screen coordinates (relative to the canvas) into world coordinates (useful for intersection between mouse and entities)
Optional: obj
can supply an object to be populated with the x/y (for object-reuse in garbage collection efficient code)
const coords = camera.screenToWorld(x, y, [obj])
console.log(coords.x, coords.y)
Transform a coordinate pair from world coordinates into screen coordinates (relative to the canvas) - useful for placing DOM elements over the scene.
Optional: obj
can supply an object to be populated with the x/y (for object-reuse in garbage collection efficient code).
const coords = camera.worldToScreen(x, y, [obj])
console.log(coords.x, coords.y)
Each render pass, rendering to the context should be applied with.
camera.begin()
// Draw stuff
camera.end()
Appropriate transformations will be applied to the context, and world coordinates can be used directly with all canvas context calls.
Property | Description | Default Value |
---|---|---|
aspectRatio | Canvas Aspect Ratio | context.canvas.width / context.canvas.height |
context | drawing context on the canvas | canvas.getContext('2d') |
distance | Used for the zoom | 1000 |
fieldOfView | The extent of the observable canvas | 0.7853981633974483 |
lookAt | Refers to the camera position in the x and y axis | [0, 0] |
viewport | Holds: camera's - width, height, left, top, right, bottom, scale | specified in the next table |
Property | Definition |
---|---|
width | distance * Math.tan(fieldOfView) |
height | width / aspectRatio |
left | lookAtX - (width / 2.0) |
top | lookAtY - (height / 2.0) |
right | left + width |
bottom | top + height |
scale | [canvas.width / width, canvas.height / height] |
Method | Description |
---|---|
begin() | Applies Scale and Translation Rendering |
end() | 2d Context restore() method Rendering |
applyScale() | 2d Context scale(Camera.viewport.scale[0], Camera.viewport.scale[0]) method |
applyTranslation() | 2d Context translate(-Camera.viewport.left, -Camera.viewport.top) method |
updateViewport() | Camera.viewport data update |
zoomTo(z) | Moving the camera |
moveTo(x, y) | Controlling camera zoom |
screenToWorld(x, y, obj) | Interacting with the scene |
worldToScreen(x, y, obj) | Overlaying the scene |
addListeners() | Event Listeners for Zoom and scroll around world and Center camera on "R" key |
Example of default settings:
settings = {
distange: 1000,
initialPosition: [0, 0],
fieldOfView: Math.PI / 4.0,
scaleX: 1.0,
scaleY: 1.0
}