On Jun 20, 4:56 pm, claudio canepa <[email protected]> wrote:
> On Sat, Jun 20, 2009 at 4:50 AM, jaber <[email protected]> wrote:
>
> > On Jun 20, 2:50 pm, claudio canepa <[email protected]> wrote:
> > When zooming in, it seems to zoom towards the center anchor of the
> > layer regardless where has the camera been. Any workaround?
>
> > Also, how do I make the camera follows a player sprite regardless how
> > much the player zoom?
>
>  The zoom ( and rotation ) center is in
> world_layer.transform_anchor_x ,  world_layer.transform_anchor_y
> you can adjust to suit your needs.
>
> if you want the player show at the window's center,   add this method to
> world_layer:
> def update_camera_pos(self, (center_x,center_y)):
>       x, y = director.get_window_size()
>       self.x = -center_x + x/2
>       self.y = -center_y + y/2
>
> Then if your player is something like
> player = MySprite(...)
> player.position = initial_x,initial_y
>
> where MySprite is subclass of Sprite with an update method like
>
> (pseudocode!!)
> def update(self,dt):
>     self.position += dt*vel
>     self.parent.update_camera_pos(self.position) # the player sprite must be
> child of world_layer, or you must adapt to use Cocosnode.get_ancestor()
>
> Note that zoom dont changes the player update.
>
> --
> Claudio

the update_camera_pos() func is working fine,

But another problem:
what values should i put in world_layer.transform_anchor?

I tried putting the sprite's position, and when zooming, it correctly
anchored to the center of the sprite.

However if I moved the sprite (and update_camera_pos()), the sprite
becomes farther from center of the window if I move the camera from
the center of the game world.

Thanks

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