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<title>Camera.shake — Ludic</title>
<meta name="description" content="Jitter the camera by up to +/- amount pixels (seeded RNG).">
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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</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Camera.shake</h1>
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<code class="sig">Camera.shake(amount)</code>
<div class="desc"><p>Adds a random screen shake of up to <code>+/- amount</code> pixels on top of the camera's base offset, drawn from the seeded RNG so a replay shakes identically. Call it each frame with a decaying <code>amount</code> for a hit or explosion; <code>Camera.shake(0)</code> clears it. It stacks on <a href="camera-set"><code>Camera.set</code></a> / <a href="camera-follow"><code>Camera.follow</code></a>, so follow and shake compose.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-amount"><code class="pname">amount</code><span class="pdesc">the maximum shake magnitude in pixels (0 clears it)</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
property Hit { timer: int = 0 }
model Cam { Hit }
handler DrawWorld phase Render {
if Hit.timer &gt; 0 { Camera.shake(Hit.timer) }
else { Camera.shake(0) }
Screen.show()
}
}</pre></div>
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