Hi Jonathan,

That looks exactly like what I'm looking for ... thank you so much.

It's also very clear and well written so I (almost!) understand what's going on.

Thanks again.

-Mic

2008/12/12 Jonathan Hartley <[email protected]>:
>
> I do something similar in my 'pacman and ghosts' bit of code.
>
> There are a few presentation slides in which I write about the same
> idea Alex describes (and I add 'zoom' and 'rotation' into the mix as
> well as x,y translation) See slides 5,6,7,8 of:
> http://tartley.com/files/stretching_pyglets_wings/presentation/
>
> The code which the presentation is talking about is here (in the zip
> file).
> http://tartley.com/files/stretching_pyglets_wings/
> Demo 2 is the first (and hence simplest) one to incorporate a 'camera'
> class which performs the sort of translation Alex is talking about.
>
> Cheers,
>
>  Jonathan
>
> On Dec 12, 10:31 am, "Mic Pringle" <[email protected]> wrote:
>> Thanks Alex, will have a go at implementing this tonight.
>>
>> Cheers
>>
>> -Mic
>>
>> 2008/12/12 Alex Holkner <[email protected]>:
>>
>>
>>
>> > On 12/12/08, Mic Pringle <[email protected]> wrote:
>>
>> >>  Hi Alex,
>>
>> >>  Thanks for the prompt response.
>>
>> >>  I will definitely look in this, but at the moment I'm just trying to
>> >>  find my feet.
>>
>> >>  Could you tell me if the following theory is correct ...
>>
>> >>  1/ Set up X and Y variables, initially at say 0, 0 - this should
>> >>  render a view of 0 + window.width and 0 + window.height
>>
>> >>  2/ Set up a scheduled event to fire say 5 times a second, in it
>> >>  incrementing/decrementing X and/or Y as required but testing to make
>> >>  sure we don't go of the edge of the overall screen
>>
>> >>  3/ In the on_draw event use glTranslatef using my X and Y variables
>> >>  and 0 as the Z option as we are dealing with 2D, which will actually
>> >>  render the view
>>
>> >>  In theory if I've understood you correctly this should move the 'view'
>> >>  or 'camera' around as I need ?
>>
>> > Sounds right.
>>
>> > Alex.
> >
>

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