135 lines
3.8 KiB
GDScript
135 lines
3.8 KiB
GDScript
# Class handles the camera zoom and movement in the game
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class_name CameraZoom2D
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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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var game_res = DisplayServer.window_get_size(0)
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var x_min_limit = self.game_res.x/2 - chunk_in_px.x
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func _on_main_worldgen_ready() -> 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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# 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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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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func _set_camera_zoom_level(value: float) -> void:
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Globals.CAMERA_ZOOM_LEVEL = clamp(value, Globals.CAMERA_MIN_ZOOM_LEVEL, Globals.CAMERA_MAX_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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func _unhandled_input(event):
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if event.is_action_pressed("camera_zoom_in"):
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camera_zoom_in()
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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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if is_panning_camera and !event.pressed:
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is_panning_camera = false
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if event is InputEventMouseMotion and is_panning_camera:
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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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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_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 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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