book/src/sprites/orthographic_camera.md
Finally, you need to tell Amethyst to draw in 2D space. This is done by creating an entity with a Camera component using orthographic projection. For more information about orthographic projection, refer to the OpenGL documentation.
The following snippet demonstrates how to set up a Camera that sees entities within screen bounds, where the entities' Z position is between -10.0 and 10.0:
# extern crate amethyst;
use amethyst::{
core::{math::Orthographic3, transform::Transform},
prelude::*,
renderer::camera::Camera,
window::ScreenDimensions,
};
#[derive(Debug)]
struct ExampleState;
impl SimpleState for ExampleState {
fn on_start(&mut self, mut data: StateData<'_, GameData>) {
// ...
self.initialize_camera(&mut data.world);
}
}
impl ExampleState {
fn initialize_camera(&mut self, world: &mut World) {
let (width, height) = {
let dim = resources.get::<ScreenDimensions>();
(dim.width(), dim.height())
};
// Translate the camera to Z coordinate 10.0, and it looks back toward
// the origin with depth 20.0
let mut transform = Transform::default();
transform.set_translation_xyz(0., height, 10.);
let camera = Camera::orthographic(0.0, width, 0.0, height, 0.0, 20.0);
let camera = world.push((transform, camera));
}
}
And you're done! If you would like to see this in practice, check out the sprites_ordered example in the examples directory.