citylimits-next/scripts/CameraZoom2D.gd
2023-02-14 20:25:31 +02:00

87 lines
2.4 KiB
GDScript

# Class handles the camera zoom and movement in the game
class_name CameraZoom2D
extends Camera2D
var is_panning_camera = false
var tween
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
func _on_main_worldgen_ready() -> void:
# set camera bounds to map size, with chunk_in_px room to go over
self.set_limit(SIDE_LEFT, -chunk_in_px.x)
self.set_limit(SIDE_RIGHT, Globals.map_size*Globals.TILE_SIZE_X + chunk_in_px.x)
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)
func _on_set_camera_position(pos: Vector2) -> void:
self.position = pos
func _process(_delta) -> void:
Globals.CAMERA_POSITION = self.position
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)
#interpolate frames between zoom levels to make zooming look smoother
tween = get_tree().create_tween()
tween.tween_property(
self,
"zoom",
Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
Globals.CAMERA_ZOOM_DURATION
)
func _unhandled_input(event):
if event.is_action_pressed("camera_zoom_in"):
camera_zoom_in()
if event.is_action_pressed("camera_zoom_out"):
camera_zoom_out()
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if !is_panning_camera and event.pressed:
is_panning_camera = true
if is_panning_camera and !event.pressed:
is_panning_camera = false
if event is InputEventMouseMotion and is_panning_camera:
self.position -= event.relative * Globals.CAMERA_PAN_MULTI
# prevent camera from going overboard
self.position.x = clamp(
self.position.x,
x_min_limit,
Globals.map_size*Globals.TILE_SIZE_X - chunk_in_px.x
);
self.position.y = clamp(
self.position.y,
0,
Globals.map_size*Globals.TILE_SIZE_Y
);
func camera_zoom_in() -> void:
_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL - Globals.CAMERA_ZOOM_FACTOR)
func camera_zoom_out() -> void:
_set_camera_zoom_level(Globals.CAMERA_ZOOM_LEVEL + Globals.CAMERA_ZOOM_DURATION)
func get_camera_position():
return self.position