lib/gamnit: invert Y axis so higher values are higher on the screen
[nit.git] / lib / gamnit / cameras.nit
index 0d64395..a1eed2f 100644 (file)
@@ -209,7 +209,7 @@ class UICamera
        end
 
        # Center of the screen, from the point of view of the camera, at z = 0
-       fun center: Point3d[Float] do return new Point3d[Float](position.x + width / 2.0, position.y + height / 2.0, 0.0)
+       fun center: Point3d[Float] do return new Point3d[Float](position.x + width / 2.0, position.y - height / 2.0, 0.0)
 
        # Anchor in the top left corner of the screen, at z = 0
        fun top_left: Point3d[Float] do return new Point3d[Float](position.x, position.y, 0.0)
@@ -218,10 +218,10 @@ class UICamera
        fun top_right: Point3d[Float] do return new Point3d[Float](position.x + width, position.y, 0.0)
 
        # Anchor in the bottom left corner of the screen, at z = 0
-       fun bottom_left: Point3d[Float] do return new Point3d[Float](position.x, position.y + height, 0.0)
+       fun bottom_left: Point3d[Float] do return new Point3d[Float](position.x, position.y - height, 0.0)
 
        # Anchor in the bottom right corner of the screen, at z = 0
-       fun bottom_right: Point3d[Float] do return new Point3d[Float](position.x + width, position.y + height, 0.0)
+       fun bottom_right: Point3d[Float] do return new Point3d[Float](position.x + width, position.y - height, 0.0)
 
        # TODO cache the anchors and the matrix