Individual skill
melonjs-camera-and-drawing
Use this skill for camera control and immediate-mode drawing in melonJS — following a target, viewport bounds, shake and fade, secondary cameras and what each one draws, and drawing shapes, lines and gradients inside a custom draw(). Covers world versus screen coordinate conversion, clipping and masking, baking with CanvasRenderTarget, and reading pixels back. Triggers on: Camera2d, viewport, follow, offset, look ahead, setBounds, minimap, second camera, split screen, cullMask, visibilityLayer, hide from a camera, shake, fadeIn, fadeOut, worldToLocal, localToWorld, colorMatrix, renderer.fill, renderer.stroke, Rect, Ellipse, Polygon, Line, Gradient, clipRect, mask, CanvasRenderTarget, NoiseTexture2d, lookAt, setBasis, toImageData, getImageData, toBlob, toDataURL, screenshot, read pixels.
packages/melonjs/skills/melonjs-camera-and-drawing/SKILL.md
Source commit a41d6a328557d69a0441d79bbeb9cd6c430275b5
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- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 5, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 6,440
- Repository last updated
- Nov 7, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- html5-game-engine Repository topic
- javascript-game-engine Repository topic
- 2d Repository topic
- agent-skills Repository topic
- canvas Repository topic
- contributions-welcome Repository topic
- game-development Repository topic
- game-framework Repository topic
- gamedev Repository topic
- gltf Repository topic
- engineering Derived category
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SKILL.mdcore · 20,373 bytes
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# Camera and immediate-mode drawing
## Following a target
```js
app.viewport.follow(player, app.viewport.AXIS.BOTH, 0.1);
```
**Pass the renderable, not `renderable.pos`.** `follow()` accepts a `Renderable`,
a `Vector2d` or a `Vector3d` and **throws** `invalid target for me.Camera2d.follow`
for anything else. A renderable's `pos` is an `ObservableVector3d`, which is not
a `Vector3d` subclass, so `follow(player.pos, …)` throws.
The third argument is a damping factor in `[0 .. 1]` — lower is smoother and