This is an attempt at implementing a smooth camera movement algorithm for 2D games. It was inspired by this amazing demonstration of "Insanely Twisted Shadow Planet": http://www.youtube.com/watch?v=aAKwZt3aXQM
- Camera looking ahead based on the movement of the player
- Moving focus to Points of Interest with inner and outer area of influence
- Bounding Box to keep the player on screen
- Repulsive Points to push the camera away
- Zooming
- Integration with Universal Tween Engine (http://www.aurelienribon.com/blog/projects/universal-tween-engine/)
- Player aiming (as seen in ITSP)
- Overlapping Points of Interest
- Camera Snapping to one axis (maybe needed for platformers?)
See it in action: http://youtu.be/kemOSApi9WU
A demo application and debug renderer for the libGDX framework are included. It uses Box2D to handle collision detection and player movement. Learn more about libGDX here: http://libgdx.badlogicgames.com/