Camera fix, spike art revision

This commit is contained in:
Jakob Feldmann 2022-11-15 16:55:39 +01:00
parent 97f20a471b
commit ec1dac9453
38 changed files with 229 additions and 51 deletions

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@ -2,8 +2,9 @@ extends Camera2D
var horizontal_facing = 0
var vertical_facing = 0
var camera_horizontal_shift = 70
var camera_horizontal_shift = 90
var camera_vertical_shift = 90
var time: float = 0
onready var tween = $ShiftTween
onready var original_x_zoom = zoom.x
@ -19,14 +20,14 @@ func _ready():
prev_camera_pos = get_camera_screen_center()
offset.x = -camera_horizontal_shift if zoom.x == original_x_zoom else 0
func _physics_process(_delta: float) -> void:
func _physics_process(delta: float) -> void:
if(!GlobalState.is_dead):
time += delta
_adapt_to_movement()
#TODO Do this via a event or let it be to track blobbies movement better
else:
self.position = blobby.global_position
_death_cam()
prev_camera_pos = get_camera_screen_center()
func _set_boundaries():
# This is ok, because it only happens on initialization
@ -58,21 +59,26 @@ func _adapt_to_movement():
var target_offset: Vector2 = Vector2(0,0)
var tween_v = false
var tween_h = false
var new_h_facing = sign(get_camera_screen_center().x - prev_camera_pos.x) if abs(get_camera_screen_center().x - prev_camera_pos.x) >= 1 else 0.0
if new_h_facing != 0 && horizontal_facing != new_h_facing:
horizontal_facing = new_h_facing
target_offset.x = camera_horizontal_shift * horizontal_facing
tween_h = true
# var new_v_facing = sign(get_camera_position().y - prev_camera_pos.y)
# if new_v_facing != 0 && vertical_facing != new_v_facing:
# vertical_facing = new_v_facing
# target_offset.y = camera_vertical_shift * vertical_facing
# print(target_offset)
# tween_v = true
# TODO Make smarter
if(time > 0.1):
time = 0.0
var cam_offset = get_camera_screen_center().x - prev_camera_pos.x
var new_h_facing = sign(cam_offset)
if new_h_facing != 0 && horizontal_facing != new_h_facing:
horizontal_facing = new_h_facing
target_offset.x = camera_horizontal_shift * horizontal_facing
tween_h = true
# var new_v_facing = sign(get_camera_position().y - prev_camera_pos.y)
# if new_v_facing != 0 && vertical_facing != new_v_facing:
# vertical_facing = new_v_facing
# target_offset.y = camera_vertical_shift * vertical_facing
# print(target_offset)
# tween_v = true
if ((tween_h || tween_v ) && zoom == Vector2(original_x_zoom, original_y_zoom)):
#TODO Motion may be too complex
prev_camera_pos = get_camera_screen_center()
if ((tween_h || tween_v )):
#TODO Motion may be too complex
tween.interpolate_property(
self,
"offset",
@ -82,8 +88,9 @@ func _adapt_to_movement():
Tween.TRANS_SINE,
Tween.EASE_OUT
)
tween.start()
self.position = blobby.global_position
position = blobby.position
func _death_cam():
$AnimationPlayer.play("deathCam")

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@ -115,6 +115,30 @@ tracks/8/keys = {
"update": 0,
"values": [ Vector2( 0, 0 ) ]
}
tracks/9/type = "value"
tracks/9/path = NodePath(".:drag_margin_h_enabled")
tracks/9/interp = 1
tracks/9/loop_wrap = true
tracks/9/imported = false
tracks/9/enabled = true
tracks/9/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
tracks/10/type = "value"
tracks/10/path = NodePath(".:drag_margin_v_enabled")
tracks/10/interp = 1
tracks/10/loop_wrap = true
tracks/10/imported = false
tracks/10/enabled = true
tracks/10/keys = {
"times": PoolRealArray( 0 ),
"transitions": PoolRealArray( 1 ),
"update": 1,
"values": [ true ]
}
[sub_resource type="Animation" id=6]
resource_name = "deathCam"
@ -243,15 +267,12 @@ tracks/9/keys = {
}
[node name="BlobbyCam" type="Camera2D"]
scale = Vector2( 1.00291, 0.958333 )
rotating = true
current = true
zoom = Vector2( 0.75, 0.75 )
process_mode = 0
drag_margin_left = 1.0
drag_margin_top = 1.0
drag_margin_right = 1.0
drag_margin_bottom = 1.0
drag_margin_h_enabled = true
drag_margin_v_enabled = true
editor_draw_screen = false
script = ExtResource( 1 )

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src/Levels/02 Level.tscn Normal file

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@ -48,5 +48,5 @@ animations = [ {
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 1 )
frame = 19
frame = 17
playing = true