StartCameraShake() 1.5 Beta 3
by Christian Rousselle · in Torque Game Builder · 04/23/2007 (4:24 am) · 4 replies
StartCameraShake() does not stop shaking after the given time. Camera seems to shake forever.
#2
I ported a project from 1.1.3 to 1.5 Beta 3 and noticed it. After your reply I tested it with an empty project. It seems to be connected to the t2dSceneWindow's mount() function.
I can reproduce it by creating an empty project, putting in a sprite, give it the class 'ShakeTest' and use the following code:
If I do not use mount() it works fine.
04/23/2007 (6:36 am)
Hi,I ported a project from 1.1.3 to 1.5 Beta 3 and noticed it. After your reply I tested it with an empty project. It seems to be connected to the t2dSceneWindow's mount() function.
I can reproduce it by creating an empty project, putting in a sprite, give it the class 'ShakeTest' and use the following code:
function ShakeTest::onLevelLoaded(%this, %scenegraph)
{
sceneWindow2D.mount(%this, "0 0", "0", true);
sceneWindow2D.startCameraShake(5, 1);
}If I do not use mount() it works fine.
#3
04/26/2007 (6:43 pm)
Actually, I experience that bug in 1.1.3. I have to use stopCameraShake() to stop it.
#4
Manual fix:
05/12/2007 (12:16 am)
Been fixed for the next release - bug id #2978Manual fix:
t2dSceneWindow::processTick() - (t2dSceneWindow.cc [2619])
Camera shake time would not be updated if mounted - wayward else after removed
// Is Camera Mounted?
else if ( isCameraMounted() )
{
// Yes, so calculate Camera Mount.
calculateCameraMount( ITickable::smTickSec );
}
// [neo - 0002978 - 20070507]
//else <---- no else we always want to update camera shake even when mounted
// Is the Camera Shaking?
if ( mCameraShaking )
...
Torque Owner Magnus Blikstad
Note that the time variable is in SECONDS. (so if you thought it was in milliseconds and entered like 1000 it would indeed shake for a while).