FlxG.camera.targetOffset
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Is there any way of using FlxG.camera.targetOffset? It seems to be read-only. I can make the camera follow a dummy object instead, but it seems to lag behind the actual target for a fraction of a second, causing the sprite to jitter.
Another problem- whenever I use FlxG.watch it shows something like:
null._myVar null
Any idea what I'm doing wrong? Eg:class PlayState extends FlxState { var _myVar:Int = 123; override public function create():Void { FlxG.watch.add(_myVar, "My Variable"); super.create(); } override public function update(elapsed:Float):Void { super.update(elapsed); } }
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Like with a lot of
FlxPoint
fields in the API,FlxG.camera.targetOffset
is read-only - however, this only affects the reference to the point itself, so you can't assign a new point to it. However, you can still change the values of the point, for instance viaFlxG.camera.targetOffset.set(x, y)
, or by setting itsx
andy
properties directly.
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Aha, now it makes sense! Thank you very much!
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Oh, and regarding
FlxG.watch
usage: you're using the API incorrectly. The first argument foradd()
is the object that contains the variable, the second argument is the variable name:This should work:
FlxG.watch.add(this, "myVar");
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Ha ha, I knew I'd feel stupid once I realized the mistake! It was worth it, good stuff.