* reset the camera position to specified coordinates * @param [x=0] - initial position of the camera on the x axis * @param [y=0] - initial position of the camera on the y axis
(x: number = 0, y: number = 0)
| 413 | * @param [y=0] - initial position of the camera on the y axis |
| 414 | */ |
| 415 | reset(x: number = 0, y: number = 0): void { |
| 416 | // reset the initial camera position to 0,0 |
| 417 | this.pos.x = x; |
| 418 | this.pos.y = y; |
| 419 | |
| 420 | // reset the target |
| 421 | this.unfollow(); |
| 422 | |
| 423 | // damping default value |
| 424 | this.smoothFollow = true; |
| 425 | this.damping = 1.0; |
| 426 | |
| 427 | // reset the transformation matrix |
| 428 | this.currentTransform.identity(); |
| 429 | this.invCurrentTransform.identity().invert(); |
| 430 | |
| 431 | // reset the projection matrices |
| 432 | this.worldProjection.identity(); |
| 433 | this.screenProjection.identity(); |
| 434 | |
| 435 | // update the projection matrix |
| 436 | this._updateProjectionMatrix(); |
| 437 | |
| 438 | // remove non-persistent camera effects (persistent ones survive state changes) |
| 439 | for (let i = this.cameraEffects.length - 1; i >= 0; i--) { |
| 440 | if (!this.cameraEffects[i].isPersistent) { |
| 441 | this.cameraEffects[i].destroy(); |
| 442 | this.cameraEffects.splice(i, 1); |
| 443 | } |
| 444 | } |
| 445 | } |
| 446 | |
| 447 | /** |
| 448 | * change the deadzone settings. |