Camera: Difference between revisions

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The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively.
The '''camera''' is the viewpoint from which the player can see the action in a game's world. In the [[Pikmin series|''Pikmin'' games]], the camera can be adjusted by the player, in order to ensure that they can normally navigate through the [[area]]s and [[cave]]s while being able to see what they're doing effectively.


During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some sections and levels play out on a fully 2D view, with the camera at ground level to the side of the action. Thus is the case of the [[seesaw block]] section on the [[Garden of Hope]].
During normal gameplay, the camera is above ground level, pointing down, but some [[cutscene]]s move the camera automatically, as well as some tutorials and cinematic routes in ''[[Pikmin 3]]'', such as the pathway leading up to a [[boss]]. Some sections and levels play out on a fully 2D view, with the camera at ground level to the side of the action. Thus is the case of the [[seesaw block]] section on the [[Garden of Hope]]. In ''Pikmin 3'', the camera may also move up if there is an obstruction in the way blocking the view, like a [[plant]].


==Controlling the camera==
==Controlling the camera==
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===''Pikmin 3''===
===''Pikmin 3''===
{{button|wiiu|ZL|wii|Z|wiiu|PCZL}} rotates the camera horizontally, and makes it face whichever way the cursor is facing with the GamePad and Pro Controller, and the direction the leader is facing while using the Wii Remote. Doing this also [[Lock-on|locks on]] the cursor. If locked-on to the ground, nothing special happens, but if locked-on on an enemy or object, it will cause the camera to zoom and rotate in such a way that it always shows the target and the current leader, until it is unlocked.
{{button|wiiu|ZL|wii|Z|wiiu|PCZL}} rotates the camera horizontally, and makes it face whichever way the cursor is facing with the GamePad and Pro Controller, and the direction the leader is facing while using the Wii Remote. Doing this also [[Lock-on|locks on]] the cursor. If locked-on to the ground, nothing special happens, but if locked-on to an enemy or object, it will cause the camera to zoom and rotate in such a way that it always shows the target and the current leader, until it is unlocked.


The camera can also be rotated horizontally with {{button|wiiu|RStick|wiiu|PCRStick}} on the Wii U Pro Controller or GamePad with the classic controls, by holding a press near the left or right edges of the screen with the stylus controls, or by pointing at the left or right edges of the screen with the Wii Remote. When using the Wii Remote or the stylus mode, having the leader walk left or right will make the camera smoothly rotate in order to gradually show what is ahead of the leader. Much like the manual camera rotations, this automatic smooth rotation also doesn't make the leader change direction; the player must change their movement input so that it starts behaving according to the new camera angle.
The camera can also be rotated horizontally with {{button|wiiu|RStick|wiiu|PCRStick}} on the Wii U Pro Controller or GamePad with the classic controls, by holding a press near the left or right edges of the screen with the stylus controls, or by pointing at the left or right edges of the screen with the Wii Remote. When using the Wii Remote or the stylus mode, having the leader walk left or right will make the camera smoothly rotate in order to gradually show what is ahead of the leader. Much like the manual camera rotations, this automatic smooth rotation also doesn't make the leader change direction; the player must change their movement input so that it starts behaving according to the new camera angle.
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When [[Lock-on|locked-on]], the movement always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". [[Dodging]] follows the same rules as normal movement: in the normal camera state, the direction of the dodge depends on the camera's angle, and while locked-on, it is always clockwise or counter-clockwise.
When [[Lock-on|locked-on]], the movement always happens clockwise around the target when "right" is held, and counterclockwise when holding "left". [[Dodging]] follows the same rules as normal movement: in the normal camera state, the direction of the dodge depends on the camera's angle, and while locked-on, it is always clockwise or counter-clockwise.


It is also possible to order [[Winged Pikmin]] to fetch the [[Stellar Extrusion]] on the [[Tropical Wilds]] if the camera is facing an angle that puts the fruit in view; otherwise, the [[seesaw block]] nearby has to be used.
With the Wii Remote, the [[cursor]] can be aimed towards any location on the screen, so the camera's position is important in deciding what can and cannot be reached with the cursor, for purposes of [[Whistle|whistling]] or [[Lock-on|locking-on]]. From ground level, if the camera is facing an angle that puts the [[Stellar Extrusion]] on the [[Tropical Wilds]] in view, it is possible to order [[Winged Pikmin]] to fetch it with a [[charge]]; otherwise, the [[seesaw block]] nearby has to be used.


In ''Pikmin'' and ''Pikmin 2'', the camera is always centered on the current leader, to allow a consistent field of vision. In ''Pikmin 3'', Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.
In ''Pikmin'' and ''Pikmin 2'', the camera is always centered on the current leader, to allow a consistent field of vision. In ''Pikmin 3'', Pikmin follow the leaders in a narrow line, and the camera always attempts to center itself so it can capture all of the line. This way, the maximum amount of Pikmin are always visible, but this can mean the leaders' view ahead is sometimes obscured.