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<title>Camera.set — Ludic</title>
<meta name="description" content="Place the camera at a world-space offset.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-camera.html">Camera</a> <span>›</span> <span class="here">Camera.set</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Camera.set</h1>
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<code class="sig">Camera.set(x, y)</code>
<div class="desc"><p>Sets the camera offset directly: a world point <code>(wx, wy)</code> draws on screen at <code>(wx - x, wy - y)</code>. The same control as <a href="screen-camera"><code>Screen.camera</code></a>, under the <code>Camera</code> namespace. Use it to snap the view, or as the base that <a href="camera-follow"><code>Camera.follow</code></a> and <a href="camera-shake"><code>Camera.shake</code></a> build on.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Position { x: int = 0, y: int = 0 }
model Player { Position }
handler DrawWorld phase Render {
Camera.set(Position.x - 160, Position.y - 120)
Screen.show()
}
}</pre></div>
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