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Fix #58 - inconsistent naming in camera documentation
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@ -13,12 +13,12 @@ worry about that.
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**Example**::
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function love.load()
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cam = Camera(player.pos.x, player.pos.y)
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camera = Camera(player.pos.x, player.pos.y)
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end
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function love.update(dt)
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local dx,dy = player.x - cam.x, player.y - cam.y
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cam:move(dx/2, dy/2)
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camera:move(dx/2, dy/2)
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end
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@ -195,7 +195,7 @@ Apply camera transformations, i.e. move, scale and rotate everything until
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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camera:detach()
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draw_hud()
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end
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@ -210,7 +210,7 @@ Stop looking through the camera.
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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camera:detach()
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draw_hud()
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end
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@ -223,9 +223,9 @@ Stop looking through the camera.
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Wrap a function between a ``camera:attach()``/``camera:detach()`` pair.
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Equivalent to::
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cam:attach()
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camera:attach()
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func()
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cam:detach()
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camera:detach()
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**Example**::
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@ -279,7 +279,7 @@ between these two coordinate systems.
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**Example**::
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x,y = cam:cameraCoords(player.pos.x, player.pos.y)
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x,y = camera:cameraCoords(player.pos.x, player.pos.y)
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love.graphics.line(x, y, love.mouse.getPosition())
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@ -307,13 +307,13 @@ by Itay Keren gives a lot of insight into how to design good camera systems.
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**hump.camera** offers functions that help to implement most of the techniques
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discussed in the article. The functions :func:`camera:lockX`,
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:func:`camera:lockY`, :func:`camera:lockPos`, and :func:`camera:lockWindow`
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:func:`camera:lockY`, :func:`camera:lockPosition`, and :func:`camera:lockWindow`
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move the camera so that the interesting content stays in frame.
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Note that the functions must be called every frame::
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function love.update()
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-- vertical locking
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cam:lockX(player.pos.x)
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camera:lockX(player.pos.x)
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end
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@ -342,17 +342,17 @@ right of your actual target. For example, to center the player 20 pixels to the
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**Examples**::
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-- lock on player vertically
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cam:lockX(player.x)
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camera:lockX(player.x)
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::
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-- ... with linear smoothing at 25 px/s
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cam:lockX(player.x, Camera.smooth.linear(25))
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camera:lockX(player.x, Camera.smooth.linear(25))
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::
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-- lock player 20px left of center
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cam:lockX(player.x + 20)
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camera:lockX(player.x + 20)
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@ -372,17 +372,17 @@ screen center, aim 20 pixels *above* it (see examples).
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**Examples**::
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-- lock on player horizontally
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cam:lockY(player.y)
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camera:lockY(player.y)
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::
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-- ... with damped smoothing with a stiffness of 10
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cam:lockY(player.y, Camera.smooth.damped(10))
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camera:lockY(player.y, Camera.smooth.damped(10))
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::
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-- lock player 20px below the screen center
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cam:lockY(player.y - 20)
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camera:lockY(player.y - 20)
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@ -403,12 +403,12 @@ the screen center, aim 10 pixels to the *right* and 20 pixels *below*.
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**Examples**::
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-- lock on player
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cam:lock(player.x, player.y)
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camera:lockPosition(player.x, player.y)
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::
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-- lock 50 pixels into player's aiming direction
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cam:lockY(player.x - player.aiming.x * 50, player.y - player.aiming.y * 50)
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camera:lockPosition(player.x - player.aiming.x * 50, player.y - player.aiming.y * 50)
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@ -437,7 +437,7 @@ Off-center locking can be done by defining the locking window accordingly.
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**Examples**::
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-- lock on player
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cam:lock(player.x, player.y)
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camera:lock(player.x, player.y)
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.. attribute:: camera.smoother
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@ -514,7 +514,7 @@ Smoothly moves the camera towards to snapping goal with constant speed.
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::
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-- warning: creates a function every frame!
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cam:lockX(player.x, Camera.smooth.linear(25))
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camera:lockX(player.x, Camera.smooth.linear(25))
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.. function:: Camera.smooth.damped(stiffness)
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@ -534,4 +534,4 @@ moves more quickly.
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::
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-- warning: creates a function every frame!
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cam:lockPos(player.x, player.y, Camera.smooth.damped(2))
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camera:lockPosition(player.x, player.y, Camera.smooth.damped(2))
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