A4 · 1-sahifa

18-dars: Kamera Skrollingi va Procedural Dunyo

Junior Web & Game Dev · 7–8-sinf · 4-hafta · Viewport, Parallaks va Culling
O'quvchi:
Sinf:
Sana:
1. Dunyo Koordinatalari va Ekran (World vs Screen) — 3 ball
Chizish formulasi:

screenX = worldX - cameraX;

Nega cameraX qo'shilmaydi, balki ayiriladi?

Hisoblash mashqi:

Platforma dunyoda X = 1450 px da. Kamera cameraX = 1100 px da. U ekranning qaysi pikselida chiziladi?

screenX = px

2. Kameraning Silliq Ergashishi — Lerp (2 ball)
cameraX += (targetX - cameraX) * lerpSpeed;
Agar lerpSpeed = 1.0 bo'lsa:
Silliq kinoeffekt uchun eng yaxshi qiymat:
3. Ko'p Qatlamli Parallaks Foni (3 ball)
Fon qatlami Tezlik koeffitsiyenti Inson ko'zidagi optik illyuziya
Uzoqdagi yulduzlar 0.05x – 0.1x Deyarli qimirlamaydi, cheksiz uzoqlik hissini beradi
Kiber shahar binolari 0.35x – 0.4x O'rta masofada silliq orqaga siljiydi
O'yin platformalari 1.0x (Реальная скорость) Qahramon oyoqlari tegib turgan faol yuza
4. Procedural Generatsiya va Culling (2 ball)
Oldinga platforma yasash:

Keyingi platformaning X koordinatasi qanday hisoblanadi?

O'chirish sharti (Culling):

Platforma qachon massivdan splice qilinishi kerak?

if (plat.x + plat.w < cameraX - )
10-Ballik Baholash Mezoni (Kamera va Dunyo):
9–10 ball: ScreenX hisoblangan, Lerp vazifasi tushuntirilgan, parallaks nisbatlari va culling sharti to'g'ri.
7–8 ball: Formulalar to'g'ri, parallaks yoki cullingda 1 ta noaniqlik bor.
5–6 ball: Faqat hisoblash topshirig'i bajarilgan, qolgan savollar bo'sh.
Target International School · Vibecoding IT Curriculum 2026 Camera Scrolling & Procedural Worlds · 7–8-sinf · 18-dars