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camera-pan-zoom-controls

Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.

Skill by 0xheycat

IndexedMIT★ 40
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xheycat-camera-pan-zoom-controls

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/camera-pan-zoom-controls

What's inside

Skill name
camera-pan-zoom-controls
Description
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
License
MIT
Instructions
48 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Camera Pan & Zoom Controls

## Overview

A camera is a single transform applied before drawing. This skill implements pan (drag), zoom (toward cursor), and clamping to map bounds, keeping tiles pixel-aligned to avoid shimmer.

## When to Use

- The world is bigger than the screen.
- You need drag-to-pan and scroll-to-zoom.
- Tiles shimmer or the camera leaves the map.

## Process

1. Represent the camera as offset (x, y) and scale (zoom).
2. Apply it once per frame before drawing (translate then scale).
3. Pan by adding drag delta to the offset.
4. Zoom toward the cursor: adjust offset so the point under the cursor stays put.
5. Clamp offset and zoom so the view never leaves the map bounds.
6. Snap the final transform to whole pixels to avoid tile shimmer.
7. Feed the inverse transform into `tile-picking-interaction`.

```js
ctx.setTransform(zoom,0,0,zoom, -cam.x*zoom, -cam.y*zoom);
```

## Rationalizations (Stop Lying to Yourself)

| Excuse | Reality |
|---|---|
| "Zoom toward center is fine" | Users expect zoom toward the cursor. Anchor the zoom point. |
| "Clamping is optional" | Without clamps the player pans into the void. Clamp to bounds. |

## Red Flags - STOP if you catch yourself:

- Zoom anchored to screen center, not cursor.
- No bounds clamping.
- Sub-pixel camera offsets causing shimmer.

## Verification

You are NOT done until every box is checked:

- [ ] Drag pans and scroll zooms toward the cursor.
- [ ] Camera is clamped within map bounds at all zooms.
- [ ] Transform snaps to whole pixels (no shimmer).

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

Signals

Stars
40
Forks
5
Open issues
3
Last commit (this folder)
Jun 10, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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camera-pan-zoom-controls skill. Agent Mart. https://agentmart.dev/skills/0xheycat-camera-pan-zoom-controls (last updated 2026-10-24)