Camera: Difference between revisions
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(Re-ordered the sections to make more sense, and added some P2 info, as per Kap and ice_cube.) |
(→Off-camera objects: Noted how off-screen P1 fire geysers work.) |
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The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Red Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will also not change color while off-camera. | The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Red Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again. [[Pellet Posy]] pellets will also not change color while off-camera. | ||
In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. | In ''Pikmin'', [[fire geyser]]s freeze their animations until they are on-camera again.{{cite youtube|JPjVtCP4Sww|showing how controlling the camera manipulates fire geysers|published={{date|6|April|2020}}|retrieved={{date|7|April|2020}}}} | ||
In ''Pikmin 2'', [[bomb rock]]s in a cluster that blow up off-screen will not ignite the neighboring bomb rocks. Fire geysers work like in ''Pikmin'', and [[electrical wire]]s will finish their zapping sequence and then stay idle until they are visible again. In addition, the following enemies will always be fully functional, even if off-camera: | |||
* [[Breadbug]] | * [[Breadbug]] | ||
* [[Bulbmin]] | * [[Bulbmin]] |