citylimits-next/scripts/Camera.gd
2023-02-17 22:52:42 +02:00

132 lines
3.5 KiB
GDScript

# Class handles the camera zoom and movement in the game
class_name Camera
extends Camera2D
signal camera_rotation_changed(new_rotation)
signal camera_zoom_changed(new_zoom_factor)
var is_panning_camera:bool = false
var tween:Tween
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:Vector2i = DisplayServer.window_get_size(0)
var x_min_limit:int = self.game_res.x/2 - chunk_in_px.x
func _process(_delta) -> void:
Globals.CAMERA_POSITION = self.get_camera_position()
func get_camera_position():
return self.position
func get_camera_panning() -> bool:
return self.is_panning_camera
func get_camera_rotation():
return self.rotation
func set_camera_panning(value:bool) -> void:
self.is_panning_camera = value
func set_camera_position(pos: Vector2) -> void:
self.position = pos
print("camera pos set:", self.position)
func set_camera_limits() -> void:
if Globals.map_size < Globals.MAP_MIN_WIDTH:
push_error("Camera: implausible map size '" + str(Globals.map_size) + "' while setting camera limits:")
# 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 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()
tween.tween_property(
self,
"zoom",
Vector2(Globals.CAMERA_ZOOM_LEVEL, Globals.CAMERA_ZOOM_LEVEL),
Globals.CAMERA_ZOOM_DURATION
)
emit_signal("camera_zoom_changed", new_zoom_level)
func clamp_camera_position() -> void:
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_pan_position(value) -> void:
self.position -= value
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 camera_reset_rotation() -> void:
self.rotation_degrees = 0
emit_signal("camera_rotation_changed", self.rotation)
func camera_rotate(step:float) -> void:
self.rotation_degrees += step
emit_signal("camera_rotation_changed", self.rotation)
func camera_take_screenshot() -> void:
# Saves screenshot to user://
# Windows: %APPDATA%\Godot\app_userdata\[project_name]
# macOS: ~/Library/Application Support/Godot/app_userdata/[project_name]
# Linux: ~/.local/share/godot/app_userdata/[project_name]
var user_path:String = "user://screenshots/"
var moment:Dictionary = Time.get_datetime_dict_from_system()
var time:String = "%s-%s-%s_%s_%s-%s" % [
moment.get("year"),
moment.get("month"),
moment.get("day"),
moment.get("hour"),
moment.get("minute"),
moment.get("second")
]
var path:String = user_path + "acsim_" + time + ".png"
var captured_image:Image = get_viewport().get_texture().get_image()
captured_image.save_png(path)