Move On Over 0 ▲ ronjeffries.com 10 hours ago · Tech · hide · 0 comments Hello, loves! Looks like there are a couple of methods where our new Cameras object could help out. Here are all the DungeonView users of the Camera object: def on_draw(self): self.clear() self.scroll_dungeon_camera() with self.cameras.dungeon_cam.activate(): self.keyed_floor_sprites.draw() self.draw_contents() self.draw_passages() self.draw_flood() with self.cameras.scroller_cam.activate(): self.cameras.scroller.draw() def scroll_dungeon_camera(self): cx, cy = self.dungeon.player_cell.xy self.cameras.dungeon_cam.position = (cx * cell_size, cy * cell_size) self.cameras.dungeon_cam.view_data.position = ( arcade.camera.grips.constrain_xy( self.cameras.dungeon_cam.view_data, self.cameras.dungeon_camera_bounds )) def on_update(self, delta_time: float): def receive_announcement(msg): self.cameras.scroller.append(msg) self.dungeon.announce_via(receive_announcement) self.cameras.scroller.update() self.pub_sub.publish('on_update', 'view', delta_time=delta_time) Seems to me that the latter two… No comments yet. Log in to reply on the Fediverse. Comments will appear here.