CameraAreas: Difference between revisions

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(Thank you to xungun12 for the info on LRWidePath)
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|-
|-
|scrollVBoundaryUP
|scrollVBoundaryUP
|The vertical offset of the top of the camera's scroll margin.
 
|rowspan="10"|
scrollVBoundaryDOWN
|-
|The vertical offsets of the top of the camera's scroll margin.
|scrollVBoundaryDOWN
 
|The vertical offset of the bottom of the camera's scroll margin.
(Base margin is set by the <code>ScrollUpDownType</code> parameters)
|rowspan="5"|
|-
|-
|scrollVBoundaryUPwonder
|scrollVBoundaryUPwonder
|The scrollVBoundaryUP during a wonder effect.
 
|-
scrollVBoundaryDOWNwonder
|scrollVBoundaryDOWNwonder
|Ditto during a wonder effect.
|The scrollVBoundaryDOWN during a wonder effect.
|-
|-
|scrollVBoundaryUPhighJump
|scrollVBoundaryUPhighJump
|The scrollVBoundaryUP while swimming.
 
|-
scrollVBoundaryDOWNhighJump
|scrollVBoundaryDOWNhighJump
|Ditto while swimming.
|The scrollVBoundaryDOWN while swimming.
|-
|-
|scrollVBoundaryUPWaterWonder
|scrollVBoundaryUPWaterWonder
|The scrollVBoundaryUP while swimming during a wonder effect.
 
|-
scrollVBoundaryDOWNWaterWonder
|scrollVBoundaryDOWNWaterWonder
|Ditto while swimming during a wonder effect.
|The scrollVBoundaryDOWN while swimming during a wonder effect.
|-
|-
|scrollVBoundaryUPVineMove
|scrollVBoundaryUPVineMove
|The scrollVBoundaryUP while climbing a vine.
 
|-
scrollVBoundaryDOWNVineMove
|scrollVBoundaryDOWNVineMove
|Ditto while climbing a vine.
|The scrollVBoundaryDOWN while climbing a vine.
|-
|-
|ScrollUpDownType
|ScrollUpDownType
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This will keep the player with a certain part of the screen based on the value provided.
This will keep the player with a certain part of the screen based on the value provided.
(Can be offset with the appropriate <code>scrollVBoundaryUP</code> and <code>scrollVBoundaryDown</code> parameters)
|rowspan="5"|Possible Values:
|rowspan="5"|Possible Values:
0: The top half of the screen
0: The top half of the screen
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|-
|-
|ScrollUpDownTypeWonder
|ScrollUpDownTypeWonder
|The ScrollUpDownType during a wonder effect.
|Ditto during a wonder effect.
|-
|-
|ScrollUpDownTypeHighJump
|ScrollUpDownTypeHighJump
|The ScrollUpDownType while swimming.
|Ditto while swimming.
|-
|-
|ScrollUpDownTypeWoenderInWater
|ScrollUpDownTypeWoenderInWater
|The ScrollUpDownType while swimming during a wonder effect.
|Ditto while swimming during a wonder effect.
|-
|-
|ScrollUpDownTypeVineMove
|ScrollUpDownTypeVineMove
|The ScrollUpDownType while climbing a vine.
|Ditto while climbing a vine.
|-
|-
|PreferredDir
|PreferredDir
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|-
|-
|LRWidePat
|LRWidePat
|
|The camera's horizontal offset when the player spawns into the level.
|
 
<code>Negative Value = Right Offset</code> & <code>Positive Value = Left Offset</code>
|Example: -3 = 3 blocks offset right
|}
|}



Revision as of 20:17, 10 January 2024

This page is still under construction.

The CameraArea actors affect the position of the camera and the area it is allowed to move within.

The active area is the one the player most recently entered.

The player will die when moving past the bottom of the active area without entering another CameraArea actor.

Actors

All of the actors use the Dynamic parameter in the Bcett file format.

Actor Information
CameraArea.pack.zs A normal camera area
CameraAreaSignal.pack.zs A camera area activated via a signal
CameraAreaPlacement.pack.zs
CameraAreaConditional.pack.zs

Shared Dynamic Properties

For unique properties, see each actor's page.

withScrollAreaInfo

Parameter Information Example
scrollVBoundaryUP

scrollVBoundaryDOWN

The vertical offsets of the top of the camera's scroll margin.

(Base margin is set by the ScrollUpDownType parameters)

scrollVBoundaryUPwonder

scrollVBoundaryDOWNwonder

Ditto during a wonder effect.
scrollVBoundaryUPhighJump

scrollVBoundaryDOWNhighJump

Ditto while swimming.
scrollVBoundaryUPWaterWonder

scrollVBoundaryDOWNWaterWonder

Ditto while swimming during a wonder effect.
scrollVBoundaryUPVineMove

scrollVBoundaryDOWNVineMove

Ditto while climbing a vine.
ScrollUpDownType Sets the camera's vertical scroll margins, the camera scrolling when the player reaches the edge of these margins.

This will keep the player with a certain part of the screen based on the value provided.

(Can be offset with the appropriate scrollVBoundaryUP and scrollVBoundaryDown parameters)

Possible Values:

0: The top half of the screen

1: The middle third of screen

2: The bottom half of the screen

3:

4:

7: The bottom 2/3s of the screen, a middle ground between 1 & 2

8: The exact middle of the screen

9: 1/4 of the screen down from the middle

10: 1/4 of the screen up from the middle

ScrollUpDownTypeWonder Ditto during a wonder effect.
ScrollUpDownTypeHighJump Ditto while swimming.
ScrollUpDownTypeWoenderInWater Ditto while swimming during a wonder effect.
ScrollUpDownTypeVineMove Ditto while climbing a vine.
PreferredDir
LRWidePat The camera's horizontal offset when the player spawns into the level.

Negative Value = Right Offset & Positive Value = Left Offset

Example: -3 = 3 blocks offset right

CameraArea

Parameter Information Example
validSeamlessNextGoTo Example: true or false