Layered scenery that shifts with the mouse or tilt but shows a gap at the border
Moving the layers of a scene by different amounts gives a pleasing sense of depth, until the front layers slide far enough to uncover the screen edge. Here is how much to enlarge each layer, and why it is not the same for all of them.
Why this works
Each layer slides by its own amount, so each one needs just enough extra size to cover the gap its own slide would open. The far layer barely moves and needs almost nothing; one size for all would blur the distant layers for no gain.
When not to use it
Skip it when the player must read the scene exactly, such as a puzzle with precise clicking, or when motion makes people queasy. The layers shift under the pointer, so targets drift. Keep the scene still there, or offer a switch to turn it off.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Layered scenery that shifts with the mouse or tilt but shows a gap at the border" (read_entry camera-parallax-layers-that-never-reveal-the-edge) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP