Parallax scrolling: Difference between revisions

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'''Parallax scrolling''' is a technique in [[computer graphics]] where background images move past the camera more slowly than foreground images, creating an illusion of depth in a [[2D computer graphics|2D]] scene of distance.<ref>{{cite news|title=Cap. O'Rourke to the rescue|url=https://news.google.com/newspapers?id=drgTAAAAIBAJ&sjid=S5ADAAAAIBAJ&pg=3478,303305&dq=parallax+scrolling|date=1988-09-01|publisher=New Straits Times Malaysia |access-date=2009-07-06}}</ref> The technique grew out of the [[multiplane camera]] technique used in [[traditional animation]]<ref name=art>{{cite web|title=The Art of Parallax Scrolling|url=http://mos.futurenet.com/pdf/net/NET165_tut_flash.pdf|first=Wyatt|last=Paul|date=August 2007|access-date=2009-07-06|url-status=dead|archive-url=https://web.archive.org/web/20091007223458/http://mos.futurenet.com/pdf/net/NET165_tut_flash.pdf|archive-date=2009-10-07}}</ref> since the 1930s.
 
Parallax scrolling was popularized in [[2D computer graphics]] with its introduction to [[video games]] in the early 1980s. Some parallax scrolling was used in the [[arcade video game]] ''[[Jump Bug]]'' (1981).<ref name=purcaru>{{cite web|url=https://books.google.com/books?id=lB4PAwAAQBAJ&pg=PA181|title=Games vs. Hardware. The History of PC video games: The 80's|first=Bogdan Ion|last=Purcaru|date=13 March 2014|publisher=Purcaru Ion Bogdan|via=Google Books}}</ref> It used a limited form of parallax scrolling with the main scene scrolling while the starry night sky is fixed and clouds move slowly, adding depth to the scenery. The following year, ''[[Moon Patrol]]'' (1982) implemented a full form of parallax scrolling, with three separate background layers scrolling at different speeds, simulating the distance between them.<ref>{{cite book |last1=Uduslivii |first1=Igor |title=iPhone Game Blueprints |date=26 December 2013 |publisher=[[Packt Publishing Ltd]] |isbn=978-1-84969-027-0 |page=339 |url=https://books.google.com/books?id=C5R4AgAAQBAJ&pg=PT339}}</ref> ''Moon Patrol'' is often credited with popularizing parallax scrolling.<ref>{{cite web|title=Chronology of the History of Video Games: Golden Age|url=https://www.thocp.net/software/games/golden_age.htm|first=Ted|last=Stahl|date=2006-07-26|access-date=2009-07-06|archive-url=https://web.archive.org/web/20090716033610/http://www.thocp.net/software/games/golden_age.htm|archive-date=2009-07-16|url-status=live}}</ref><ref>{{cite web|url=https://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-3|title=Gaming's Most [http://Https://bridd.com.br/ Important] Evolutions|page=3|publisher=[[GamesRadar]]|date=October 8, 2010|access-date=2011-04-27}}</ref> ''[[Jungle Hunt|Jungle King]]'' (1982), later called ''Jungle Hunt'', also had parallax scrolling,<ref>{{cite web|title=Jungle Hunt Was a Terrible Waste of Quarters|url=http://retrovolve.com/jungle-hunt-was-a-terrible-waste-of-quarters/|access-date=2015-03-27|archive-url=https://web.archive.org/web/20150402132140/http://retrovolve.com/jungle-hunt-was-a-terrible-waste-of-quarters/|archive-date=2015-04-02|url-status=live}}</ref> and was released a month after ''Moon Patrol'' in June 1982.<ref>{{cite book |last1=Akagi |first1=Masumi |title=アーケードTVゲームリスト国内•海外編(1971-2005) |trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971-2005) |date=13 October 2006 |publisher=Amusement News Agency |lang=ja |___location=Japan |isbn=978-4990251215 |pages=13, 42 |url=https://archive.org/details/ArcadeGameList1971-2005/page/n14}}</ref>
 
== Methods ==
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Some display systems support multiple background layers that can be scrolled independently in horizontal and vertical directions and [[Compositing|composited]] on one another, simulating a [[multiplane camera]]. On such a display system, a game can [https://bridd.com.br/ produce] parallax by simply changing each layer's position by a different amount in the same direction. Layers that move more quickly are perceived to be closer to the virtual camera. Layers can be placed in front of the ''playfield''—the layer containing the objects with which the player interacts—for various reasons such as to provide increased dimension, obscure some of the action of the game, or distract the player.
 
=== Sprite method ===