129 lines
3.4 KiB
GDScript
129 lines
3.4 KiB
GDScript
# Class handles the camera zoom and movement in the game
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class_name Camera
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extends Camera2D
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signal camera_rotation_changed(new_rotation)
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signal camera_zoom_changed(new_zoom_factor)
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var is_panning_camera:bool = false
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var tween:Tween
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var chunk_in_px:Vector2i = Vector2i(
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Globals.CHUNK_SIZE.x * Globals.TILE_SIZE_X,
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Globals.CHUNK_SIZE.y * Globals.TILE_SIZE_Y)
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var game_res:Vector2i = DisplayServer.window_get_size(0)
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var x_min_limit:int = self.game_res.x/2 - chunk_in_px.x
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func _process(_delta) -> void:
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Globals.CAMERA_POSITION = self.get_camera_position()
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func get_camera_position():
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return self.position
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func get_camera_panning() -> bool:
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return self.is_panning_camera
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func get_camera_rotation():
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return self.rotation
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func set_camera_panning(value:bool) -> void:
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self.is_panning_camera = value
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func set_camera_position(pos: Vector2) -> void:
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self.position = pos
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print("camera pos set:", self.position)
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func set_camera_limits() -> void:
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# set camera bounds to map size, with chunk_in_px room to go over
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self.set_limit(SIDE_LEFT, -chunk_in_px.x)
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self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
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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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func set_camera_zoom_level(value: float) -> void:
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# keep zoom level in bounds, return if zoom level was at min or max zoom
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var new_zoom_level = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_ZOOM_LEVEL)
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if new_zoom_level == Globals.CAMERA_ZOOM_LEVEL:
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return
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Globals.CAMERA_ZOOM_LEVEL = new_zoom_level
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#interpolate frames between zoom levels to make zooming look smoother
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tween = get_tree().create_tween()
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tween.tween_property(
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self,
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"zoom",
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Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
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Globals.CAMERA_ZOOM_DURATION
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)
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emit_signal("camera_zoom_changed", new_zoom_level)
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func clamp_camera_position() -> void:
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self.position.x = clamp(
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self.position.x,
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x_min_limit,
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Globals.map_size*Globals.TILE_SIZE_X - chunk_in_px.x
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);
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self.position.y = clamp(
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self.position.y,
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0,
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Globals.map_size*Globals.TILE_SIZE_Y
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);
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func camera_pan_position(value) -> void:
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self.position -= value
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func camera_zoom_in() -> void:
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set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
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func camera_zoom_out() -> void:
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set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL + Globals.CAMERA_ZOOM_DURATION)
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func camera_reset_rotation() -> void:
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self.rotation_degrees = 0
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emit_signal("camera_rotation_changed", self.rotation)
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func camera_rotate(step:float) -> void:
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self.rotation_degrees += step
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emit_signal("camera_rotation_changed", self.rotation)
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func camera_take_screenshot() -> void:
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# Saves screenshot to user://
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# Windows: %APPDATA%\Godot\app_userdata\[project_name]
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# macOS: ~/Library/Application Support/Godot/app_userdata/[project_name]
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# Linux: ~/.local/share/godot/app_userdata/[project_name]
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var user_path:String = "user://screenshots/"
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var moment:Dictionary = Time.get_datetime_dict_from_system()
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var time:String = "%s-%s-%s_%s_%s-%s" % [
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moment.get("year"),
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moment.get("month"),
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moment.get("day"),
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moment.get("hour"),
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moment.get("minute"),
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moment.get("second")
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]
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var path:String = user_path + "acsim_" + time + ".png"
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var captured_image:Image = get_viewport().get_texture().get_image()
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captured_image.save_png(path)
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