Player moves freely inside a center “dead zone”; the camera only moves when the player exits that zone
Code for Above
<div style="max-width:1500px;margin:0 auto;">
<iframe
title="POC — Camera Dead-Zone Follow"
scrolling="no"
style="width:1500px;height:1500px;border:0;display:block;background:#111;border-radius:14px;box-shadow:0 20px 60px rgba(0,0,0,.5);"
sandbox="allow-scripts allow-same-origin"
srcdoc='
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>POC — Camera Dead-Zone Follow</title>
<style>
html, body { margin:0; width:100%; height:100%; overflow:hidden; background:#111; }
canvas { display:block; }
.hint { position:absolute; left:12px; bottom:12px; color:#aaa; font:14px system-ui; }
</style>
</head>
<body>
<canvas id="c" width="1500" height="1500"></canvas>
<div class="hint">Arrows: move • Camera moves only when you leave the center box</div>
<script>
const c = document.getElementById("c");
const x = c.getContext("2d");
const VW = 1500, VH = 1500;
const WW = 4200, WH = 4200;
const p = { x: WW/2, y: WH/2, vx: 0, vy: 0 };
const cam = { x: p.x - VW/2, y: p.y - VH/2 };
// dead-zone size (screen-space)
const DZ_W = 520;
const DZ_H = 520;
const ACCEL = 0.45;
const DRAG = 0.92;
const MAX = 12;
const k = {};
addEventListener("keydown", e => k[e.key] = true);
addEventListener("keyup", e => k[e.key] = false);
function clamp(v,a,b){ return Math.max(a, Math.min(b, v)); }
function update(){
if (k["ArrowUp"]) p.vy -= ACCEL;
if (k["ArrowDown"]) p.vy += ACCEL;
if (k["ArrowLeft"]) p.vx -= ACCEL;
if (k["ArrowRight"]) p.vx += ACCEL;
p.vx *= DRAG; p.vy *= DRAG;
const sp = Math.hypot(p.vx, p.vy);
if (sp > MAX) { p.vx = (p.vx/sp)*MAX; p.vy = (p.vy/sp)*MAX; }
p.x = clamp(p.x + p.vx, 0, WW);
p.y = clamp(p.y + p.vy, 0, WH);
// player in screen coords
let sx = p.x - cam.x;
let sy = p.y - cam.y;
// dead-zone bounds (screen coords)
const left = (VW - DZ_W)/2;
const right = left + DZ_W;
const top = (VH - DZ_H)/2;
const bottom = top + DZ_H;
// move camera only if player exits dead-zone
if (sx < left) cam.x -= (left - sx);
if (sx > right) cam.x += (sx - right);
if (sy < top) cam.y -= (top - sy);
if (sy > bottom) cam.y += (sy - bottom);
// clamp camera
cam.x = clamp(cam.x, 0, WW - VW);
cam.y = clamp(cam.y, 0, WH - VH);
}
function drawGrid(){
x.strokeStyle = "rgba(255,255,255,0.07)";
x.lineWidth = 1;
const step = 150;
const startX = Math.floor(cam.x / step) * step;
const startY = Math.floor(cam.y / step) * step;
for (let gx = startX; gx <= cam.x + VW; gx += step){
const px = gx - cam.x;
x.beginPath(); x.moveTo(px, 0); x.lineTo(px, VH); x.stroke();
}
for (let gy = startY; gy <= cam.y + VH; gy += step){
const py = gy - cam.y;
x.beginPath(); x.moveTo(0, py); x.lineTo(VW, py); x.stroke();
}
x.strokeStyle = "rgba(255,255,255,0.18)";
x.strokeRect(-cam.x, -cam.y, WW, WH);
}
function draw(){
x.clearRect(0,0,VW,VH);
drawGrid();
// dead-zone overlay
const dzx = (VW - DZ_W)/2, dzy = (VH - DZ_H)/2;
x.strokeStyle = "rgba(255,255,255,0.22)";
x.lineWidth = 2;
x.strokeRect(dzx, dzy, DZ_W, DZ_H);
// player
const sx = p.x - cam.x;
const sy = p.y - cam.y;
x.fillStyle = "#fff";
x.beginPath();
x.arc(sx, sy, 10, 0, Math.PI*2);
x.fill();
x.fillStyle = "rgba(255,255,255,0.5)";
x.font = "14px system-ui";
x.fillText(`player: (${p.x|0}, ${p.y|0}) cam: (${cam.x|0}, ${cam.y|0}) dead-zone: ${DZ_W}x${DZ_H}`, 12, 24);
}
(function loop(){
update();
draw();
requestAnimationFrame(loop);
})();
</script>
</body>
</html>
'></iframe>
</div>