Camera and immediate-mode drawing
Following a target
app.viewport.follow(player, app.viewport.AXIS.BOTH, 0.1);
Pass the renderable, not renderable.pos. follow() accepts a Renderable,
a Vector2d or a Vector3d and throws invalid target for me.Camera2d.follow
for anything else. A renderable's pos is an ObservableVector3d, which is not
a Vector3d subclass, so follow(player.pos, …) throws.
The third argument is a damping factor in [0 .. 1] — lower is smoother and
laggier, 1 snaps. Omit it for a hard lock (it defaults to 1). It is
frame-rate independent since 19.7. AXIS.HORIZONTAL / AXIS.VERTICAL /
AXIS.BOTH / AXIS.NONE.
Call it from the followed entity's onActivateEvent, using this.parentApp.
To frame the target off centre, set offset; do not follow a helper
object. It shifts the view without moving the camera, in world units, and is
applied after following and the bounds, so the view can show past them:
app.viewport.follow(player, app.viewport.AXIS.BOTH, 0.1);
app.viewport.offset.set(0, -70); // look a little above the feet
// or ahead of where the player faces, eased (see math.damp below)
const ahead = facingLeft ? -80 : 80;
app.viewport.offset.x = math.damp(app.viewport.offset.x, ahead, 4, dt / 1000);
Culling, tile layers, parallax ImageLayers, lights and the pointer
(localToWorld, worldToLocal) all count it. shake() adds its jitter on top
and gives the value back when it ends, so setting it before or during a shake
is fine. reset() clears it.
For anything that is NOT the camera, the same smoothing is math.damp.
follow() is frame-rate independent for you; a value you smooth yourself is
not, and lerp(current, target, alpha) once per frame moves further on a slow
frame than on a fast one, so the feel changes with the frame rate:
import { math } from "melonjs";
// dt is milliseconds, damp wants seconds
this.speed = math.damp(this.speed, targetSpeed, 5, dt / 1000);
this.turret.angle = math.damp(this.turret.angle, wanted, 8, dt / 1000);
damp(current, target, lambda, dt). Higher lambda converges faster; it is
the rate, not a per-frame fraction.
For a DIRECTION rather than a scalar, the tool is slerp, on Vector2d
and Vector3d alike. Two reasons, and the second is the one that bites:
// a turret, a ship, a camera: a facing that chases another facing
facing.slerp(toTarget, 1 - Math.exp((-6 * dt) / 1000));
- Damping a facing component by component drags it through the inside of the
circle, so it slows at the ends, rushes the middle and comes out shorter
than it went in.
- Damping a scalar heading goes the wrong way round the wrap. From 170
degrees to -170 degrees is 20 degrees apart, and the numbers are 340 apart,
so the turret sweeps all the way round the back.
slerp works on the
directions, takes the shorter arc by construction, and has no wrap to cross.
See melonjs-3d for the rest, including what happens between two exactly
opposite directions. Use it for camera pans you drive yourself,
turret tracking, zoom, input smoothing and any value that should chase another
one — it is the tool that is easy to miss and easy to hand-write slightly
wrong.
Bounds are the thing people forget
The camera's bounds default to the renderer size, so it cannot scroll until
you widen them to the world:
app.viewport.setBounds(0, 0, mapWidth, mapHeight);
Symptom: follow() is called, looks right, and the view never moves. Note a
canvas resize resets the default camera's bounds to (0, 0, w, h), so re-apply
them from a CANVAS_ONRESIZE handler if your game resizes. Loading a Tiled map
sets them for you from the map size.
Camera effects
app.viewport.shake(4, 200); // intensity, ms
app.viewport.fadeIn("#000000", 500); // fade TO black
app.viewport.fadeOut("#000000", 500); // start black, fade back to normal
app.viewport.colorMatrix.contrast(1.1).saturate(1.1);
app.viewport.addPostEffect(new VignetteEffect(app.renderer));
The fade pair is named from the colour's point of view, not the scene's:
fadeIn fades the colour in (screen goes to color), fadeOut fades it out
(screen starts at color and clears). Both default to a 1000 ms duration and
take an optional completion callback.
fadeIn does not HOLD the colour. The effect completes, the camera's own
update destroys it, and the screen snaps back — which is why the engine's
idiom does the work in the completion callback and then calls fadeOut. To
keep a filled screen across a state change, own the effect: a completed one
marked isPersistent is left alone, and taking it away again is yours to do.
const hide = camera.addCameraEffect(
new FadeEffect(camera, { color: "#000", duration: 400, direction: "in" }),
);
hide.isPersistent = true; // survives completion AND Camera2d#reset()
// ... later, once the new stage is up
camera.removeCameraEffect(hide); // which destroys it for you
That is exactly what state.transition() is built on, so a hand-rolled
transition behaves the same way. Before 20.9 a persistent effect was destroyed
on completion like any other, which is why a transition used to flash the
scene it had just covered.
colorMatrix (brightness / contrast / saturate / hueRotate / sepia /
invertColors, all chainable) is the cheap way to grade a whole camera: the
camera appends it as a final post-effect pass by itself whenever the matrix is
non-identity, and drops it again after the frame. It is not shader-free —
it is a ColorMatrixEffect, i.e. a ShaderEffect, so like every post effect it
is inert on the Canvas renderer.
Coordinate conversion
app.viewport.worldToLocal(x, y); // world → screen
app.viewport.localToWorld(x, y); // screen → world
Both return a Vector2d; with no third argument that vector comes from the
shared pool, so in a per-frame path pass your own v as the third argument, or
release it with getPool("vector2d").release(v).
Pointer events already carry every frame of reference: gameWorldX/gameWorldY
(world), gameScreenX/gameScreenY (screen), gameLocalX/gameLocalY
(relative to the registered region's container) and gameX/gameY, which is
whichever of world/screen matches the region — screen for a floating region,
world otherwise. Use the screen pair for anything that moves the camera, or
the drag feeds back on itself.
In 3D: Camera3d#worldToScreen
worldToLocal is a 2D camera's offset subtraction — it knows nothing about a
perspective projection. To pin a label, damage number or marker to a point in a
3D scene, project it:
const p = camera.worldToScreen(x, y, z); // view + projection, divide included
if (p !== null) { // null = at or BEHIND the camera
label.pos.set(p.x, p.y);
}
It returns canvas pixels with the origin top-left and y down, which is the
engine's own 2D draw space — so the result feeds a floating renderable or the
immediate-mode API directly, with no flip.
Always check for null. A point at or behind the camera (clip w <= 0)
has no honest screen position, and projecting it anyway yields a mirrored
coordinate that puts your label on the wrong side of the screen. Skip it.
Do not hand-roll this with Matrix3d — the perspective divide and the behind-
camera case are exactly what gets it wrong.
Pointing a 3D camera
A 2D camera's only rotation is roll. A 3D one can be pointed at a target, and
optionally banked at the same time:
camera.lookAt(target); // pitch and yaw; roll untouched
camera.lookAt(target, up); // and bank, where `up` is what should
// appear UP ON SCREEN
camera.setBasis(right, up, forward); // or pose it from a basis outright
up has no default, so the one-argument form behaves exactly as it always
did. Because this engine renders Y-down, a level horizon is (0, -1, 0).
setBasis is the writable counterpart of getBasis and takes the camera's
own columns, whose up points down the screen: the opposite sense, one
negation apart. See melonjs-3d for the full account.
Secondary cameras
Cameras are first-class — a minimap is a second camera with autoResize = false
and an overridden postDraw:
this.cameras.set("minimap", new MinimapCamera());
View state is per camera, not per scene: a Camera3d carries its own distance
fog (setFog), so a minimap or split-screen view fogs independently of the main
one — and a Camera2d never fogs. See melonjs-3d.
What each camera draws: visibilityLayer and cullMask
Every camera draws the whole world. To keep something off one camera only, put
it on a layer that camera leaves out. A renderable's visibilityLayer is the
layers it is on, as bits (1, 2, 4...); a camera's cullMask is the layers it
draws. A camera draws a renderable only if the two share a bit:
const PARTICLES = 2;
emitter.visibilityLayer = PARTICLES; // the particles go on layer 2
minimap.cullMask = ~PARTICLES; // the minimap draws every layer but 2
- By default every renderable is on layer 1 and every camera draws every layer
(
cullMask is -1), so nothing changes until a game sets one.
- A container left out is left out with everything inside it, however deep:
set it on an emitter and none of its particles are drawn. The world itself
obeys it too, and so does what it contains: a child is drawn only if it and
every container above it share a bit with the camera.
- A renderable on layer
0 is drawn by no camera; a cullMask of 0 draws
nothing.
- It decides drawing only: what a camera leaves out still updates, collides and
receives pointer events.
- A
Light2d a camera leaves out, itself or a container it is in, neither
glows, nor cuts its hole in the darkness, nor lights normal-mapped sprites in
that camera. A Light3d lights the meshes of every camera.
- It adds to the floating rule: a floating renderable is drawn by a secondary
camera only with
visibleInAllCameras, and only if the layers match as well.
- On a Tiled object, set it as an
int custom property named
visibilityLayer.
Immediate-mode drawing
Inside a custom draw(renderer) you can draw shapes directly. Remember the two
renderable rules: read this.pos, and zero the anchor.
draw(renderer) {
renderer.setColor("#ff8800");
renderer.fillRect(this.pos.x, this.pos.y, this.width, this.height);
renderer.setColor("#ffffff");
renderer.lineWidth = 2; // property, not setLineWidth()
renderer.stroke(new Line(0, 0, [/* … */]));
}
Geometry available: Rect, RoundRect, Ellipse, Polygon, Line, Point
(and a Bounds). renderer.fill(shape) and renderer.stroke(shape) take any
of them and throw Invalid geometry for fill/stroke for anything else.
Gradient gives linear and radial fills, built with
renderer.createLinearGradient(x0, y0, x1, y1) /
createRadialGradient(x0, y0, r0, x1, y1, r1) and then handed to
renderer.setColor(gradient). NoiseTexture2d generates cellular and simplex
noise — including seamless tiling and asNormalMap — so you rarely need to ship
noise PNGs.
Two things to get right when one is animated:
- Drive it yourself.
update(dt) advances the time axis and re-bakes; the
engine never calls it. An animated: true texture nobody updates is a still
image, with no error to say so.
- Hand consumers the texture, not its canvas. Re-baking bumps the
Texture2d's version, and that bump is what tells the renderer to
re-upload. getTexture() returns the baked canvas, which carries no version
— so a mesh given the canvas shows frame one forever.
Set seamless: true for anything tiled by UVs past 1, or every repeat carries a
visible seam.
And it still will not animate on a Mesh. Driving update(dt) genuinely
re-bakes the field — the pixels change, the version increments — but the mesh
path does not pick the new copy up, so a 3D surface textured with an animated
noise renders frozen while every counter reports success. Verify with a
checksum of getTexture() before concluding the animation is broken; it is the
upload that is missing, not the bake. For a moving 3D surface, scroll the UVs
or move the geometry instead.
Clipping and masking
renderer.clipRect(x, y, w, h); // rectangular clip
renderable.mask = new Ellipse(/* … */); // shape mask on an object
Note that a Container with clipping enabled clips after its own
translate(pos), in container-local coordinates — clipRect(0, 0, width, height). It also silently does nothing unless the container is non-root and has
a finite width/height: a Container built with no explicit size is
Infinity × Infinity, and clipping = true on it is a no-op.
Bake once, draw many
When you would otherwise issue hundreds of identical draws every frame, render
them once into a CanvasRenderTarget and draw the result:
const rt = new CanvasRenderTarget(width, height, { context: "2d" });
const ctx = rt.context; // a CanvasRenderingContext2D — draw into it once…
// then draw the backing canvas, not the target object:
renderer.drawImage(rt.canvas, x, y);
// or wrap it: new Sprite(0, 0, { image: rt.canvas })
Pass rt.canvas, never rt — a CanvasRenderTarget is a wrapper, not a
drawable, and the engine's own bakes (the particle emitter's default texture)
hand .canvas on for exactly that reason.
Create it once and keep it. On a GPU backend, once drawn, its texture stays
on the GPU for as long as the renderer lives: a stage change does not release
it, and no public call does. A target made for every level, every restart or
every spawned object leaks one texture each time, so make it once (at module
level, say) and clear it for reuse. If you paint into it again after it has
been drawn, call rt.invalidate(renderer) before the next draw so the GPU copy
is refreshed.
This is the sanctioned performance idiom before reaching for a custom shader.
For a solid fill you do not need a canvas at all. Renderer.getWhitePixel()
is a shared, lazily-created 1x1 white canvas, and stretching it is how you get
a coloured rectangle, a bar, a flat screen overlay, or a blank carrier for an
effect that paints from scratch:
const bar = new Sprite(0, 0, { image: Renderer.getWhitePixel() });
bar.anchorPoint.set(0, 0);
bar.setTint("#39d0ff");
bar.scale(width, height); // a 1x1 texture, so scale IS the size in pixels
It is also the right texture under a ShaderEffect whose body ignores the
incoming colour, and it keeps the quad batched with everything else using it.
When you DO need a real canvas, Renderer.createCanvas(width, height) is the
engine's allocator: it hands back an OffscreenCanvas where that is safe and
throws on a zero dimension, instead of document.createElement("canvas").
renderer.toFrameTexture() is the related tool for capturing the current frame
into a texture for a shader to sample.
Reading pixels back
To grab what a render target holds, as pixels or as a file:
const pixels = await rt.toImageData(); // ImageData, any backend
const blob = await rt.toBlob(); // Blob, "image/png" by default
const url = await rt.toDataURL(); // data: URL string
const bitmap = await rt.toImageBitmap(); // ImageBitmap
All four are promises, and that is not decoration. WebGPU cannot read a
texture back synchronously — it has to map a buffer, which only completes on
a later tick. So toImageData() is the portable readback and the other three
are built on it.
There is also a synchronous getImageData() on CanvasRenderTarget and
WebGLRenderTarget, because those two genuinely can. It is not part of the
RenderTarget contract and it throws on a WebGPU target. Reach for it only
in code that already knows which backend it is on; anything backend-agnostic
should await toImageData().
// fine in canvas-only or WebGL-only code
const data = rt.getImageData(0, 0, w, h);
// the version that works wherever the game runs
const data = await rt.toImageData(0, 0, w, h);
Symptom → cause
| symptom | cause |
|---|
follow() set but the view never moves | viewport bounds still at renderer size |
invalid target for me.Camera2d.follow | passed player.pos — pass the renderable, a Vector2d or a Vector3d |
| camera drag jumps around | using world (gameWorldX) instead of screen (gameScreenX) coordinates |
colorMatrix does nothing | it is a shader effect — inert on the Canvas renderer |
| custom drawing appears at the origin | draw() not reading this.pos |
| custom drawing offset by half its size | centred anchorPoint not zeroed |
setLineWidth is not a function | it is the lineWidth property |
| clipping in the wrong place inside a container | container clips in local coordinates, after its own translate |
container.clipping = true does nothing | container has no explicit size, so width/height are Infinity |
| baked target draws nothing / throws | passed the CanvasRenderTarget, not its .canvas |
getImageData() throws on one machine but not another | that one is on the WebGPU renderer, which cannot read back synchronously — await toImageData() instead |
| frame rate drops with many static draws | bake into a CanvasRenderTarget instead |
| GPU memory grows with every level or restart | a CanvasRenderTarget created each time: make one and reuse it |
a repainted CanvasRenderTarget still shows the old pixels | call rt.invalidate(renderer) after painting |
| a 3D camera cannot be given an arbitrary up | Camera3d#lookAt(target, up) or setBasis(right, up, forward); see melonjs-3d |
| particles or effects clutter a minimap | every camera draws everything: put them on their own visibilityLayer and leave it out of the minimap's cullMask |
| something is missing from one camera only | its visibilityLayer, or a container's above it, shares no bit with that camera's cullMask |
| a renderable shows in no camera at all | its visibilityLayer is 0, or the world's own layer is left out |
Related skills
melonjs-renderables — the draw() contract and anchors
melonjs-3d — Camera3d, which extends Camera2d and keeps all of the above