Update to camera movement

This commit is contained in:
Eljakim Herrewijnen 2020-09-21 23:13:11 +02:00
parent c5aa58c16d
commit d3fa1a41b0
3 changed files with 66 additions and 26 deletions

View File

@ -25,3 +25,4 @@ func _physics_process(delta):
# The second parameter of "move_and_slide" is the normal pointing up.
# In the case of a 2D platformer, in Godot, upward is negative y, which translates to -1 as a normal.
move_and_slide(velocity, Vector2(0, -1))

View File

@ -2,23 +2,56 @@ extends Camera2D
onready var player = get_node("/root/Map1/Player")
onready var background_map = get_node("/root/Map1/background")
onready var screen_size = self.get_viewport_rect().size
# Called when the node enters the scene tree for the first time.
func _ready():
pass
calculate_bounds()
print(screen_size)
var once = true
var lockedPlayerCamera = false
var min_x = 0
var min_y = 0
var max_x = 0
var max_y = 0
var max_x_pixel = 0
var max_y_pixel = 0
func calculate_bounds():
var used_cells = background_map.get_used_cells()
for pos in used_cells:
if pos.x < min_x:
min_x = int(pos.x)
elif pos.x > max_x:
max_x = int(pos.x)
if pos.y < min_y:
min_y = int(pos.y)
elif pos.y > max_y:
max_y = int(pos.y)
print(min_x,"-",max_x, " AND " ,min_y , "-" , max_y)
max_x_pixel = (max_x * 32)
max_y_pixel = (max_y * 32)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
CameraToPlayer()
if once:
AnimateMoveCamera(player.position, Vector2(player.position.x - 10,player.position.y - 10), "position", 2)
once = false
AnimateMoveCamera(player.position, Vector2(player.position.x - 100,player.position.y - 10), "position", 2)
pass
func get_global_pos():
return Vector2(position.x, position.y)
#Move camera to position
func MoveCamera(x, y):
if x < int(screen_size.x / 2):
print("passing")
return
if y < int(screen_size.y / 2):
print("passing")
return
position.x = x
position.y = y

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