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29 lines
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1.9 KiB
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<title>Camera.shake_for — Ludic</title>
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<meta name="description" content="Shake for a number of frames, then stop, with no bookkeeping.">
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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.shake_for</span></div>
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Camera.shake_for</h1>
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<code class="sig">Camera.shake_for(amount: px, frames: n)</code>
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<div class="desc"><p>Shakes the camera by up to ±<code>amount</code> pixels for <code>frames</code> frames; the engine re-rolls the offset each frame and clears it when the time is up. A bigger amount replaces one in flight. <code>Camera.shake(amount: 0)</code> still cancels the offset for the rest of a frame — useful before a HUD pass that must stay steady.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic"># doc-check: skip — illustrative
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@On(Damaged) handler Hurt { if target == player { Camera.shake_for(amount: 4, frames: 8) } }</pre></div>
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