implement 2d camera rotation
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4 changed files with 83 additions and 4 deletions
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@ -56,6 +56,31 @@ camera_move={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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camera_rotate_left_stepless={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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camera_rotate_right_stepless={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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camera_rotate_left_fixed_step={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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camera_rotate_right_fixed_step={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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camera_reset_rotation={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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}
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[rendering]
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@ -23,11 +23,13 @@ script = ExtResource("5_8jju5")
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[node name="CameraZoom2D" parent="." instance=ExtResource("4_rx82t")]
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position = Vector2(1272, 720)
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ignore_rotation = false
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limit_left = 0
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limit_top = 0
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limit_right = 65536
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limit_bottom = 65536
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limit_smoothed = true
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rotation_smoothing_enabled = true
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editor_draw_limits = true
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[node name="UILayer" type="CanvasLayer" parent="."]
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@ -4,6 +4,7 @@ extends Camera2D
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var is_panning_camera = false
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var tween
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var _timer:Timer
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var camera_bounds:Array = [Vector2(0,0), Vector2(256*16, 256*16)]
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var chunk_in_px:Vector2i = Vector2i(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X, Globals.CHUNK_SIZE.y*Globals.TILE_SIZE_Y)
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@ -18,6 +19,19 @@ func _on_main_worldgen_ready() -> void:
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self.set_limit(SIDE_TOP, -chunk_in_px.y)
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self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
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# create timer for repeating camera rotation
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if !_timer:
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_timer = Timer.new()
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_timer.set_wait_time(0.1)
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_timer.set_one_shot(false)
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add_child(_timer)
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var is_camera_rotating: bool = false
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func rotate_camera(step:float) -> void:
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self.rotation_degrees += step
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func _on_set_camera_position(pos: Vector2) -> void:
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self.position = pos
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@ -26,6 +40,13 @@ func _on_set_camera_position(pos: Vector2) -> void:
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func _process(_delta) -> void:
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Globals.CAMERA_POSITION = self.position
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while Input.is_action_pressed("camera_rotate_left_stepless"):
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rotate_camera(-0.1)
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await get_tree().create_timer(0.2).timeout
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while Input.is_action_pressed("camera_rotate_right_stepless"):
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rotate_camera(0.1)
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await get_tree().create_timer(0.2).timeout
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func _ready() -> void:
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pass
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@ -50,6 +71,13 @@ func _unhandled_input(event):
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if event.is_action_pressed("camera_zoom_out"):
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camera_zoom_out()
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if event.is_action_pressed("camera_rotate_left_fixed_step"):
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rotate_camera(-45)
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if event.is_action_pressed("camera_rotate_right_fixed_step"):
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rotate_camera(45)
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if event.is_action_pressed("camera_reset_rotation"):
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reset_camera_rotation()
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if !is_panning_camera and event.pressed:
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is_panning_camera = true
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@ -57,7 +85,23 @@ func _unhandled_input(event):
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is_panning_camera = false
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if event is InputEventMouseMotion and is_panning_camera:
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self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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#var new_x = x + d * cos(theta)
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#var new_y = y + d * sin(theta)
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#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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# √[(x₂ - x₁)² + (y₂ - y₁)²]
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var d = sqrt(pow(event.position.x - 2560/2, 2) + pow(event.position.y - 1440/2, 2))
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var new_x = self.position.x + d * cos(self.rotation)
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var new_y = self.position.y + d * sin(self.rotation)
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#var new_vect = Vector2(new_x, new_y)
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#print ("distance: " , d, " ", new_x, " ", new_y)
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self.position = Vector2(new_x, new_y)
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#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
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# prevent camera from going overboard
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self.position.x = clamp(
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self.position.x,
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@ -83,5 +127,9 @@ func get_camera_position():
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return self.position
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func reset_camera_rotation() -> void:
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self.rotation_degrees = 0
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@ -6,6 +6,10 @@
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# - Then click and drag to draw the lines of grey cubes.
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# - etc.
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# https://github.com/dfloer/SC2k-docs
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class_name Main
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extends Node2D
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