Why use it
It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Method · 1 overload
Performs `world to screen` as part of the gameplay api module.
static GameplayVector2 world_to_screen(GameplayCamera2D value,GameplayVector2 world)Performs `world to screen` as part of the gameplay api module.
| Parameter | Type | Meaning |
|---|---|---|
value | GameplayCamera2D | Value supplied for value. Keep referenced or pointed-to data valid for the complete call. |
world | GameplayVector2 | Value supplied for world. Keep referenced or pointed-to data valid for the complete call. |
Returns: GameplayVector2. Check the value before continuing when it represents success, availability or a resource handle.
#include "gameplay_api.hpp"
// Assume these named values have been initialized with valid data:
// GameplayCamera2D value
// GameplayVector2 world
auto result = epok::World2DLibrary::world_to_screen(value, world);It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/gameplay_api.hpp:241