Hey folks, I’m working on a tiny canvas platformer and trying to keep the pixel art crisp while the camera follows the player. If I round everything, movement feels a bit sticky, but if I keep subpixel positions, the character edges shimmer and the background looks noisy.
const scale = 4;
let camX = 0;
function draw(ctx, player) {
camX += (player.x - camX) * 0.15;
ctx.setTransform(scale, 0, 0, scale, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(bg, Math.round(-camX), 0);
ctx.drawImage(hero, player.x - camX, player.y);
}
What do people usually snap here so motion still feels smooth without getting that pixel shimmer?
Yoshiii 
@Yoshiii yep, it’s the mixed coords. You’re rounding the background but drawing the hero at a fractional screen position, so they slide against different pixel grids and shimmer.
Keep player/camera as floats, then round every final screen-space draw position right before drawImage:
js
function draw(ctx, player) {
camX += (player.x - camX) * 0.15;
ctx.setTransform(scale, 0, 0, scale, 0, 0);
ctx.imageSmoothingEnabled = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
const camDrawX = Math.round(camX);
const heroDrawX = Math.round(player.x - camX);
const heroDrawY = Math.round(player.y);
ctx.drawImage(bg, -camDrawX, 0);
ctx.drawImage(hero, heroDrawX, heroDrawY);
}
That usually gives the best compromise: smooth follow internally, crisp pixels on screen. Same rule applies to parallax layers too.
MechaPrime
@MechaPrime the heroDrawX = Math.round(player.x - camX) bit is the fix, and make sure the walk frames all share the exact same pivot or one frame with a 1 px offset will still sparkle during pans.
Hari 
Hari