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Showing posts with the label Camera

Having Fun With the Camera (part 2)

At this point, we have the code ready to flip the camera movement back and forth.  But we don't have any code to regularly 'time' this flipping at set intervals.  This is where we need another if(condition)-type statement to check whether or not it is time to flip the camera going the opposite direction.  There are 2 ways of doing this.  We could make an artificial clock timer and at set times, flip the switch.  We might see this timer element later in our games, but for now I want to try the other easier option.  All we will do is set a distance limit that our camera can travel. Once it reaches this limit, we stop the camera, flip the switch, and send it in the opposite direction.  Here's the new 'if' statement that we will add: if(camera.position.z > 10){ camera.position.z = 10; forwardFlag = true; } Remember that when our program starts, the forwardFlag is set to 'false' and therefore the camera is constantly moving backwards wi...

Having Fun With the Camera (part 1)

Let's have a little fun with the camera movement, and at the same time learn a new technique called oscillation.   The general idea is that we would like to move the camera backwards, then forwards, then backwards, then forwards, and so on.  Anything that goes back and forth like this is said to be in an 'oscillation'.  That's just a fancy name for moving back and forth.   Remember that we used the '+' sign to increase the distance between us and the green cube and the '-' sign to shrink the distance.  So what we need is a way of changing periodically between these positive and negative movements, and then we will have an oscillating camera.  If you are new to game programming, you might think, "Ok, let's just put both lines of code back-to-back, like so": camera.position.z = camera.position.z + 0.1; camera.position.z = camera.position.z - 0.1; But you would quickly realize that this adds and subtracts too fast, actually resetting the cam...

Moving the Camera

In addition to animating the game objects such as our green cube, we can also move and rotate the camera (or eye position) in the game world.  We'll get into camera rotation in a future blog post, because that is slightly more involved.  For now we will focus on camera position movement, which is a little easier to grasp right away. Remember when we picked up the camera and moved it back along the positive z-axis (going behind you) so that we could step back and see more of our scene?  In case you need a refresher, that line of code looks like: camera.position.z = 5; We typed the name of our camera, 'camera' and then used the dot (.) and then the 'position' property, followed by another dot (.) and finally the axis that we wanted, which is 'z' in this case.  Then we filled this property using the = sign followed by the number value that we would like to assign to it, which was '5'.  What will happen if this number value changes every animatio...