Noah Petherbridge
7d15651ff6
* New script API method: Self.CameraFollowMe() to draw camera focus toward your doodad (it sets the Canvas.FollowActor target.) * The camera will go back to following the player on any action inputs (arrow keys, jump, use, etc.); if the player is constantly on the move the camera stays on him even if another actor is trying to take the focus. * The first few ticks of Play Mode the player character is always followed, to allow for Anvils to settle into place without taking the focus. * Canvas FollowActor: if the actor is 4 times the max scroll speed away, allow scrolling in greater leaps of 4 times the max scroll speed. New and Changed Doodads * Anvils will take the camera focus while they are falling. * New doodad: "Look At Me" - a 'camera region' technical doodad. Link it to any power source such as a Button - when this doodad receives power it will take the camera focus for a few frames. Use it to highlight a door that opened far off screen by linking the Button to both an Electric Door and a "Look At Me" near the door. |
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magic-form | ||
actor_animation.go | ||
actor_collision.go | ||
actor_events.go | ||
actor.go | ||
canvas_actors.go | ||
canvas_cursor.go | ||
canvas_editable.go | ||
canvas_link_tool.go | ||
canvas_memory.go | ||
canvas_present.go | ||
canvas_scrolling.go | ||
canvas_strokes.go | ||
canvas_wallpaper.go | ||
canvas_zoom.go | ||
canvas.go | ||
crosshair.go | ||
scripting.go |