Created
March 6, 2018 18:55
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Zelda like camera movement - Godot 3.0
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extends Camera2D | |
onready var window_size = Vector2(320,240)#OS.get_window_size() | |
onready var player = get_parent().get_node("Player") | |
onready var player_world_pos = get_player_world_pos() | |
onready var new_player_grid_pos = Vector2() | |
onready var tweenStart = false | |
onready var tween = get_node("Tween") | |
onready var new_cam_pos = Vector2() | |
func _ready(): | |
#OS.set_window_size(window_size) | |
var canvas_transform = get_viewport().get_canvas_transform() | |
print(canvas_transform) | |
self.set_offset(Vector2(window_size.x/2,window_size.y/2)) | |
#canvas_transform[2] = player_world_pos * window_size | |
#get_viewport().set_canvas_transform(canvas_transform) | |
#tween.connect('tween_completed', self, 'tweenCompleted') | |
set_process(true) | |
update_camera() | |
func tweenCompleted(): | |
tweenStart = false | |
func _process(delta): | |
"""if tweenStart: | |
print('start') | |
pass""" | |
func get_player_world_pos(): | |
var pos = player.get_position() | |
var x = floor(pos.x / window_size.x) | |
var y = floor(pos.y / window_size.y) | |
return Vector2(x, y) | |
func update_camera(): | |
#print(get_player_world_pos()) | |
new_player_grid_pos = (player.get_position()/window_size).floor() | |
#self.position += Vector2(1,0) | |
var transform | |
#print((player.get_position()/(window_size)).normalized()) | |
#print(get_player_world_pos()) | |
if new_player_grid_pos != player_world_pos: | |
#print('::::' + str(new_player_grid_pos)) | |
player_world_pos = new_player_grid_pos | |
#print('::::' + str(new_player_grid_pos * (window_size))) | |
tweenStart = true | |
new_cam_pos = new_player_grid_pos * (window_size) | |
tween.interpolate_property(self, "position", self.get_position(), new_cam_pos, 1.0, Tween.TRANS_EXPO, Tween.EASE_IN_OUT) | |
tween.start() | |
print('move camera') | |
#self.position = new_player_grid_pos * (window_size) | |
#print(self.position) | |
"""transform = get_viewport().get_canvas_transform() | |
transform[2] = -player_world_pos * window_size | |
get_viewport().set_canvas_transform(transform)""" | |
return transform |
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extends Node2D | |
func _ready(): | |
var enemies = get_node("Main").get_children() | |
var player = get_node("Main/Player") | |
player.connect("hero_atk", self, "on_hero_attack") | |
player.connect("moving", get_node("Main/Camera2D"),"update_camera") | |
set_process_input(true) | |
for i in enemies: | |
if i.is_in_group("Enemy"): | |
i.connect("is_hit", self, "on_enemy_hit") | |
func _input(e): | |
if Input.is_action_just_released("ui_cancel"): | |
get_tree().quit() | |
func on_enemy_hit(): | |
print('enemy was hit, do something') | |
func on_hero_attack(): | |
print("hero attacked") |
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Main.gd should be attached to the main node containing 1 tilemap and the player and camera should be a child of this tilemap and GDScriptCamera.gd should be attached to said camera