Camera2dtype t = {x : Playground.number;y : Playground.number;zoom : Playground.number;angle : Playground.number;}val origin : ttype rect = {left : Playground.number;right : Playground.number;bottom : Playground.number;top : Playground.number;}val view : t -> Playground.shape list -> Playground.shapeval to_screen :
t ->
Playground.number ->
Playground.number ->
Playground.number * Playground.numberval to_world :
t ->
Playground.number ->
Playground.number ->
Playground.number * Playground.numberval visible : Playground.screen -> t -> rectval look_at : Playground.number -> Playground.number -> t -> tval follow :
Playground.number ->
Playground.number ->
Playground.number ->
t ->
tval window :
Playground.number ->
Playground.number ->
Playground.number ->
Playground.number ->
t ->
tval turn_toward : Playground.number -> Playground.number -> t -> tval clamp : Playground.screen -> rect -> t -> tval room :
rect ->
(Playground.number * Playground.number) ->
Playground.number ->
Playground.number ->
int * intval flip :
rect ->
(Playground.number * Playground.number) ->
Playground.number ->
Playground.number ->
t ->
tval parallax : Playground.number -> t -> t