Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 5962863
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 22, 20262026-05-22T19:09:56+00:00 2026-05-22T19:09:56+00:00

I’m writing a 2D side scrolling game for Android, and am trying to implement

  • 0

I’m writing a 2D side scrolling game for Android, and am trying to implement a kind of rubber banding/elastic camera movement that follows the player’s character up and down.

For example, say the normal state of the screen is such that the character is always centered vertically. If the character jumps, the ‘camera’ follows the character, first upward as he rises, then downward as he falls.

I’ve accomplished this using canvas.translate(x,y) with code like this:

drawBackground();
canvas.save();
canvas.translate(0, canvasHeight/2 - player.y);
drawPlayer();
canvas.restore();

However this looks unnatural because it doesn’t account for speed, so no matter how fast the character is rising or falling, the screen is always centered on him. I’ve tried to use some sort of canvas speed variables but I can’t seem to get it right. What I want to have is the camera stay centered on the player if he is still, but when he jumps, the camera should ‘lag’ a little behind him and try to catch up.

Can anyone give me some suggestions on how I should do this? Please be as specific as possible!

Thanks

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-22T19:09:57+00:00Added an answer on May 22, 2026 at 7:09 pm

    Just write a low pass filter for the camera position:

    var player = {x: 0, y: 0};
    var camera = {x: 0, y: 0};
    var t = 0.1;
    
    while(true) {
        camera.x = camera.x*(1 - t) + player.x*t
        camera.y = camera.y*(1 - t) + player.y*t
        drawStuff(camera, player)
    }
    

    The larger the value of t, the faster the reaction of the camera. drawStuff is a function I can’t write without knowing how your game works. Hopefully, you do!

    Follow up question

    var playerPosition = {x: 0, y: 0};
    var playerVelocity = {x: 0, y: 0};
    var camera = {x: 0, y: 0};
    var t = 0.1;
    
    while(true) {
        var targetPosition = f(playerPosition, playerVelocity);
        camera.x = camera.x*(1 - t) + targetPosition.x*t
        camera.y = camera.y*(1 - t) + targetPosition.y*t
        drawStuff(camera, player)
    }
    

    Where f is some function that describes where the camera should point for a given velocity and position. Something like this might be sufficient:

    function f(pos, vel) {
        var k = 0.5;
        return {x: pos.x + vel.x * k, y: pos.x + vel.y*k}
    }
    

    Obviously, that will place the player offscreen if the camera moves too fast!

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm parsing an RSS feed that has an ’ in it. SimpleXML turns this
I'm trying to create an if statement in PHP that prevents a single post
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I am trying to understand how to use SyndicationItem to display feed which is
Basically, what I'm trying to create is a page of div tags, each has
I've got a string that has curly quotes in it. I'd like to replace
I have a French site that I want to parse, but am running into
I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I need a function that will clean a strings' special characters. I do NOT

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.