Game Screen

The **Game-Screen Nodon** is an Object Nodon that displays the area it encompasses on the program screen, while playing the game. Only 1 can be called per program, but may not be called if the object-cost limit is full. It also may not called simultaneously with a Camera, Camera-Position, Camera-Target, Camera-Direction, or Camera-Angle Nodon.

When unpausing from a long pause in Free Programming, it may say "(PLAYERNAME), darling! The scene you've set out is just to die for! Leave the filming to me!". In the Nodopedia, its quote is "Hello hello, darling! Everything that I surround will receive the gift of being filmed by moi!".

## Calling

This Nodon can be called through the following tree.

* Objects
	+ Game Screen / Camera
		- **Game Screen**

## Character

### Design

it is a orange camera with a blue screen on the center with a red dot and four yellow corners surrounding the dot

### Personality

Lovable, willing to say darling and happy.

## Technical

This Nodon may not be rotated on either view of the program screen, due to being an object-generating Nodon without rotation settings for any axis.

For If-Touched Nodon with 'Touch Where to Output?' settings of "This Nodon", if this Nodon is present and the current program screen view matches this Nodon's 'Viewpoint' setting, the space the If-Touched Nodon covers within the program screen area encompassed by the Game-Screen Nodon will determine exactly where on the screen will activate the Nodon when playing the game.

The names of this Nodon's input ports are displayed, even when unselected, in the Nodon's box on the program screen Canvas when zoomed in far enough.

### Inputs

* **X** - Determines the X position of the screen while the game is being played. When unconnected, this is relative to its starting X position, defined in its settings and on the program screen. When connected, this is based on the relative position to the connector object's left/right sides.
* **Y** - Determines the Y position of the screen while the game is being played. When unconnected, this is relative to its starting Y position, defined in its settings and on the program screen's side view. When connected, this is based on the relative position to the connector object's top/bottom sides.
* **Z** - Determines the Z position of the screen while the game is being played. When unconnected, this is relative to its starting Z position, defined in its settings and on the program screen's overhead view. When connected, this is based on the relative position to the connector object's front/back sides.

### Connections

The Game-Screen Nodon cannot be part of a connection group that includes an Head or Hand Nodon.

* **Lower connection port** - When connected, the camera will follow the object it is connected to, with the object's initial position acting as the anchor for the camera's distance, and its current position in the game world determining the other axes of the camera's position.
	+ This port can link to the upper connection ports of the following Nodon: Person, Car, UFO, Object, Fancy Object, Moving Object, Rotating Object, Text Object, Number Object.

### Settings

* **Horizontal Tracking Rate** - Determines how quickly the camera will move between positions along the World X & Z axes. It can be any number from 0.00 to 1.00, with 0.00 producing no movement and 1.00 causing the camera to move instantaneously.
	+ Defaults to 0.20.
* **Vertical Tracking Rate** - Determines how quickly the camera will move between positions along the World Y axis. It can be any number from 0.00 to 1.00, with 0.00 producing no movement and 1.00 causing the camera to move instantaneously.
	+ Defaults to 0.20
* **Camera Field of View** - Determines the camera's field of view. Measured in degrees, and can be any number between 10.00 and 120.00.
	+ Defaults to 60.00.
* **Viewpoint** - Determines which viewpoint the game world is viewed from. Can be "Side view", or "Overhead view".
	+ When calling this Nodon, this setting is set to the program screen's current view.
* **Size** - Determines the size of the Nodon on the program screen, and can be adjusted directly from that screen. The size of the Nodon determines the camera's forward/back distance from the Nodon's position, so that may display the encompassed objects on the game screen. *[Add details on how this is done.]*
	+ Only has 'X' and 'Y' parameters, and the latter determines the apparent height of the Nodon when the program screen's viewpoint matches this Nodon's 'Viewpoint' setting. The two size parameters are locked in a 16:9 ratio.
	+ The size parameters default to 6.80 and 3.825.
* **Position** - Determines the object's initial position when unconnected. This also determines where the Nodon is positioned on the program screen, and can also be adjusted directly from that screen.