dist/melonjs.js
function shake(intensity, duration, axis, onComplete, force) {
         if (this._shake.duration === 0 || force === true) {
           this._shake.intensity = intensity;
           this._shake.duration = duration;
           this._shake.axis = axis || this.AXIS.BOTH;
           this._shake.onComplete = typeof onComplete === "function" ? onComplete : undefined;
         }
       }
function shake(intensity, duration, axis, onComplete, force) {
         if (this._shake.duration === 0 || force === true) {
           this._shake.intensity = intensity;
           this._shake.duration = duration;
           this._shake.axis = axis || this.AXIS.BOTH;
           this._shake.onComplete = typeof onComplete === "function" ? onComplete : undefined;
         }
       }
function shake ( intensity , duration , axis , onComplete , force ) { if ( this . _shake . duration === 0 || force === true ) { this . _shake . intensity = intensity ; this . _shake . duration = duration ; this . _shake . axis = axis || this . AXIS . BOTH ; this . _shake . onComplete = typeof onComplete === "function" ? onComplete : undefined ; } }
shake the camera
@name shake
@memberOf me.Camera2d
@function
@param {Number} intensity maximum offset that the screen can be moved
while shaking
@param {Number} duration expressed in milliseconds
@param {me.Camera2d.AXIS} [axis=this.AXIS.BOTH] specify on which axis you
want the shake effect
@param {Function} [onComplete] callback once shaking effect is over
@param {Boolean} [force] if true this will override the current effect
@example
// shake it baby !
me.game.viewport.shake(10, 500, me.game.viewport.AXIS.BOTH);
shake the camera