CameraController:cut_to
Cuts to another camera, playing transitions in-between. Calling this function cancels any in-progress move_to or cut_to operation.
Usage
camera_controller:cut_to(new_camera, ...)
Arguments
| Name | Type | Description |
new_camera | Camera | Camera to cut to. |
... | Transition | Transitions to play. |
Returns
| Name | Type | Description |
thread | Thread | A thread that completes when all transitions are finished. |
Examples
local old_camera = crystal.Camera:new();
old_camera.position = function() return 0, 300; end;
local new_camera = crystal.Camera:new();
new_camera.position = function() return 100, 200; end;
local camera_controller = crystal.CameraController:new();
self.camera_controller:cut_to(old_camera);
self.camera_controller:cut_to(
new_camera,
crystal.Transition.FadeToBlack:new(),
crystal.Transition.FadeFromBlack:new()
);