camera_set/get_view_*()
Functions Related to Following a Target Are Unclear
#4529
Labels
docs-bug
GameMaker Manual Bugs
Description
Monthly IDE (and thus Manual) v2023.11.1.129
I did a lot of digging (and testing) before coming here, and I either failed as a researcher, or the manual lacks information. This relates to #2534 but goes much further, and yet it almost entirely boils down to one question: Does the camera care about its target instance's
x
andy
or itsmask_index
? (Answer:x
andy
. I'll file a separate Feature Request re: I expected and would prefermask_index
.)No mention of camera targeting, which is probably fine. I just figured I'd mention it explicitly.
xspeed
andyspeed
arguments would improve if they mentioned the target instance at all.function(arbitrary_arguments);
explained via, The above code will function on the arbitrary arguments.camera_id
,xspeed
,yspeed
, and the IDE says,camera
,x_speed
,y_speed
; consistency would be nice, but I understand if this subpoint is low priority.This page would improve by mentioning that the border relates to the target instance's
x
andy
values (and not itsmask_index
). It would further improve by advising that if you want themask_index
to act like it has any bearing, you either need to center your sprite origin or math out the border/position manually, depending which direction the target instance moves within the room.camera_set_view_target(camera_id, instance_id/object_id)
-- would improve if that confusing/
were removed. See how the instance_destroy Syntax and Arguments sections handle this.x
andy
, that if you want themask_index
to act like it has any bearing, you either need to center your sprite origin or math out the border/position manually, depending which direction the target instance moves within the room.x
ory
and not themask_index
.camera_set_view_border()
page.This page might improve if it, too, noted that the target is only followed via
x
andy
and that if you want themask_index
to act like it has any bearing, you either need to center your sprite origin or math out the border/position manually, depending which direction the target instance moves within the room.It's possible the related IDE tooltips might be improved in conjunction with all this, but them being terse is expected and fine imo. The manual is the real meal to the tooltips' appetizers. $;^ ]
Manual Link
No response
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