7/14/2023 0 Comments Interactive scrolling![]() ![]() Programmers may also make pseudo-layers of sprites-individually controllable moving objects drawn by hardware on top of or behind the layers-if they are available on the display system. Layers can be placed in front of the playfield-the layer containing the objects with which the player interacts-for various reasons such as to provide increased dimension, obscure some of the action of the game, or distract the player. Layers that move more quickly are perceived to be closer to the virtual camera. On such a display system, a game can produce parallax by simply changing each layer's position by a different amount in the same direction. Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and composited on one another, simulating a multiplane camera. The same image as above, viewed from the front Jungle King (1982), later called Jungle Hunt, also had parallax scrolling, and was released a month after Moon Patrol in June 1982. Moon Patrol is often credited with popularizing parallax scrolling. The following year, Moon Patrol (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them. It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. Some parallax scrolling was used in the arcade video game Jump Bug (1981). Parallax scrolling was popularized in 2D computer graphics with its introduction to video games in the early 1980s. The technique grew out of the multiplane camera technique used in traditional animation since the 1930s. Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. ![]()
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