I am using go.animate() to lock my camera’s position to the position of my player object … using EASING_OUTQUINT. It works perfectly except for one thing — the slower/finer the camera moves, the more my player sprite “jiggles” relative to the tilemap and other sprites … in this GIF you can see this happening, but it doesn’t appear to happen to the robot sprite.
I’ve tried math.floor, assuming it was a round-off error, but that does nothing. If the camera is still this doesn’t happen. I think this would go away if I pixel snapped, but I’d prefer to have fat pixels that move smoothly.
Just as a matter of interest: I did have this same issue with Unity (only much, much worse), which I never got around to addressing — so I’m assuming it has something to do with a 3D camera pointed at a 2D scene?
I just have the following in fixed_update() for the camera’s GO (target_pos is the player GO’s position):
go.animate(".","position.x",go.PLAYBACK_ONCE_FORWARD,self.target_pos.x,go.EASING_OUTQUINT,1,0)
go.animate(".","position.y",go.PLAYBACK_ONCE_FORWARD,self.target_pos.y,go.EASING_OUTQUINT,1,0)
That is pretty much all I’m doing to track the player!
Here’s a gif of the jigglies:
Thanks!