implement camera display marker to minimap

This commit is contained in:
Antti Hakkarainen 2023-02-15 17:04:06 +02:00
parent d0f0d8c009
commit e2fb7638c8
6 changed files with 96 additions and 47 deletions

View file

@ -2,11 +2,12 @@
class_name CameraZoom2D
extends Camera2D
signal camera_rotation_changed(new_rotation)
signal camera_zoom_changed(new_zoom_factor)
var is_panning_camera = false
var tween
var _timer:Timer
var camera_bounds:Array = [Vector2(0,0), Vector2(256*16, 256*16)]
var chunk_in_px:Vector2i = Vector2i(Globals.CHUNK_SIZE.x*Globals.TILE_SIZE_X, Globals.CHUNK_SIZE.y*Globals.TILE_SIZE_Y)
var game_res = DisplayServer.window_get_size(0)
var x_min_limit = self.game_res.x/2 - chunk_in_px.x
@ -19,19 +20,6 @@ func _on_main_worldgen_ready() -> void:
self.set_limit(SIDE_TOP, -chunk_in_px.y)
self.set_limit(SIDE_BOTTOM, Globals.map_size*Globals.TILE_SIZE_Y + chunk_in_px.y)
# create timer for repeating camera rotation
if !_timer:
_timer = Timer.new()
_timer.set_wait_time(0.1)
_timer.set_one_shot(false)
add_child(_timer)
var is_camera_rotating: bool = false
func rotate_camera(step:float) -> void:
self.rotation_degrees += step
func _on_set_camera_position(pos: Vector2) -> void:
self.position = pos
@ -52,8 +40,13 @@ func _ready() -> void:
pass
func _set_camera_zoom_level(value: float) -> void:
Globals.CAMERA_ZOOM_LEVEL = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
func _set_camera_zoom_level(value: float) -> void:
# keep zoom level in bounds, return if zoom level was at min or max zoom
var new_zoom_level = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
if new_zoom_level == Globals.CAMERA_ZOOM_LEVEL:
return
Globals.CAMERA_ZOOM_LEVEL = new_zoom_level
#interpolate frames between zoom levels to make zooming look smoother
tween = get_tree().create_tween()
@ -63,6 +56,8 @@ func _set_camera_zoom_level(value: float) -> void:
Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
Globals.CAMERA_ZOOM_DURATION
)
emit_signal("camera_zoom_changed", new_zoom_level)
func _unhandled_input(event):
@ -85,22 +80,8 @@ func _unhandled_input(event):
is_panning_camera = false
if event is InputEventMouseMotion and is_panning_camera:
#var new_x = x + d * cos(theta)
#var new_y = y + d * sin(theta)
#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
# √[(x₂ - x₁)² + (y₂ - y₁)²]
var d = sqrt(pow(event.position.x - 2560/2, 2) + pow(event.position.y - 1440/2, 2))
var new_x = self.position.x + d * cos(self.rotation)
var new_y = self.position.y + d * sin(self.rotation)
#var new_vect = Vector2(new_x, new_y)
#print ("distance: " , d, " ", new_x, " ", new_y)
self.position = Vector2(new_x, new_y)
#self.position -= event.relative * Globals.CAMERA_PAN_MULTI
# rotate event.relative vector with camera rotation so camera moves to "correct" direction
self.position -= event.relative.rotated(self.rotation) * Globals.CAMERA_PAN_MULTI
# prevent camera from going overboard
self.position.x = clamp(
@ -116,7 +97,7 @@ func _unhandled_input(event):
func camera_zoom_in() -> void:
_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
func camera_zoom_out() -> void:
@ -129,7 +110,10 @@ func get_camera_position():
func reset_camera_rotation() -> void:
self.rotation_degrees = 0
emit_signal("camera_rotation_changed", self.rotation)
func rotate_camera(step:float) -> void:
self.rotation_degrees += step
emit_signal("camera_rotation_changed", self.rotation)