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<title>Screen.camera — Ludic</title>
<meta name="description" content="Set the world-space camera offset for the draw path.">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-screen.html">Screen — drawing</a> <span>›</span> <span class="here">Screen.camera</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Screen.camera</h1>
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<code class="sig">Screen.camera(x, y)</code>
<div class="desc"><p>Sets a camera offset applied to every draw: a world point <code>(wx, wy)</code> lands on screen at <code>(wx - x, wy - y)</code>. Move it to scroll the world under a fixed viewport. The camera moves <em>everything</em> drawn, so reset it to <code>(0, 0)</code> before drawing a fixed HUD. Same control as <a href="camera-set"><code>Camera.set</code></a>. Deterministic.</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 {
Screen.camera(Position.x - 160, Position.y - 120) # centre on the player
Screen.fill_rectangle(x: 0, y: 0, width: 16, height: 16, color: Color.Red)
Screen.camera(0, 0) # HUD in screen space
Screen.draw_text(x: 4, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.show()
}
}</pre></div>
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