Removing superfluous code, updating camera a bit
This commit is contained in:
parent
cec9227b67
commit
fc896925d6
7 changed files with 157 additions and 119 deletions
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@ -19,7 +19,6 @@ func _ready() -> void:
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Log.pr("CrystalGlowComponent ready")
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tile_size = tile_map.get_tileset().tile_size
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map_pixel_size = tilemap_size * tile_size
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tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
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crystal_layer = tile_map.get_layer_id_by_name('Crystals')
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@ -42,7 +41,7 @@ func add_crystal_glow() -> void:
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continue
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else:
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var glow : CrystalGlow = crystal_glow.instantiate().duplicate()
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glow.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
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glow.set_position(coords * tile_size + tile_size / 2)
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glow.glow_colour = glow_colour
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glow.orientation = orientation
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crystal_glow_container.add_child(glow)
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@ -1,106 +1,31 @@
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extends Camera2D
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extends Node2D
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class_name FreeCameraComponent
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@export var key : bool = true
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@export var drag : bool = true
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@export var edge : bool = false
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@export var wheel : bool = true
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@export var zoom_in_limit : float = 2.5 # The max vector2 zoom value
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@export var camera_speed : int = 450 # Camera speed in px/s
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@export var camera_margin : int = 50 # Pixels around edge of screen where the mouse will start moving the camera
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# Initial zoom value taken from Editor.
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var camera_zoom : Vector2 = zoom
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const camera_zoom_speed = Vector2(0.5, 0.5)
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var camera_movement : Vector2 = Vector2.ZERO
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var _prev_mouse_pos : Vector2 = Vector2.ZERO
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# INPUTS
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# Right mouse button was or is pressed.
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var __rmbk : bool = false
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# Move camera by keys: left, top, right, bottom.
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var __keys : Array[bool] = [false, false, false, false]
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@onready var camera : GameCamera = $GameCamera
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@export var tile_map : TileMap = null
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func _ready() -> void:
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set_drag_horizontal_enabled(false)
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set_drag_vertical_enabled(false)
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set_position_smoothing_enabled(true)
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set_position_smoothing_speed(4)
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func _physics_process(delta : float) -> void:
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# Move camera by keys defined in InputMap (ui_left/top/right/bottom).
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if key:
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if __keys[0]:
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camera_movement.x -= camera_speed * delta
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if __keys[1]:
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camera_movement.y -= camera_speed * delta
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if __keys[2]:
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camera_movement.x += camera_speed * delta
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if __keys[3]:
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camera_movement.y += camera_speed * delta
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# Move camera by mouse, when it's on the margin (defined by camera_margin).
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if edge:
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var rec : Rect2 = get_viewport().get_visible_rect()
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var v : Vector2 = get_local_mouse_position() + rec.size/2
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if rec.size.x - v.x <= camera_margin:
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camera_movement.x += camera_speed * delta
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if v.x <= camera_margin:
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camera_movement.x -= camera_speed * delta
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if rec.size.y - v.y <= camera_margin:
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camera_movement.y += camera_speed * delta
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if v.y <= camera_margin:
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camera_movement.y -= camera_speed * delta
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# When RMB is pressed, move camera by difference of mouse position
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if drag and __rmbk:
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camera_movement = _prev_mouse_pos - get_local_mouse_position()
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# Update position of the camera.
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position += camera_movement * get_zoom()
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# Set camera movement to zero, update old mouse position.
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camera_movement = Vector2(0,0)
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_prev_mouse_pos = get_local_mouse_position()
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if !tile_map:
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Log.err("FreeCameraComponent: tile_map is not set")
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func _unhandled_input( event : InputEvent) ->void:
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if event is InputEventMouseButton:
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var mouse_event : InputEventMouseButton = event as InputEventMouseButton
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if drag and\
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mouse_event.button_index == MOUSE_BUTTON_RIGHT:
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# Control by right mouse button.
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if mouse_event.pressed: __rmbk = true
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else: __rmbk = false
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# Check if mouse wheel was used. Not handled by InputMap!
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if wheel:
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if mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN and\
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camera_zoom.x - camera_zoom_speed.x > 0 and\
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camera_zoom.y - camera_zoom_speed.y > 0:
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camera_zoom -= camera_zoom_speed
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set_zoom(camera_zoom)
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if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP and\
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camera_zoom.x + camera_zoom_speed.x < zoom_in_limit and\
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camera_zoom.y + camera_zoom_speed.y < zoom_in_limit:
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camera_zoom += camera_zoom_speed
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set_zoom(camera_zoom)
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# Control by keyboard handled by InpuMap.
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if event.is_action_pressed("ui_left"):
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__keys[0] = true
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if event.is_action_pressed("ui_up"):
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__keys[1] = true
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if event.is_action_pressed("ui_right"):
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__keys[2] = true
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if event.is_action_pressed("ui_down"):
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__keys[3] = true
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if event.is_action_released("ui_left"):
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__keys[0] = false
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if event.is_action_released("ui_up"):
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__keys[1] = false
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if event.is_action_released("ui_right"):
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__keys[2] = false
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if event.is_action_released("ui_down"):
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__keys[3] = false
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## Set the limits for the camera based on the tilemap
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#camera.set_limits(0, tile_map.)
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# Stop the camera scrolling out of bounds of the map
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var tile_size : Vector2i = tile_map.get_tileset().tile_size
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var tilemap_size : Vector2i = tile_map.get_used_rect().end - tile_map.get_used_rect().position
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var map_size_x : int = tile_size.x * tilemap_size.x
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var map_size_y : int = tile_size.y * tilemap_size.y
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Log.pr("Size Y", map_size_y, get_viewport().size.y)
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Log.pr("Size X", map_size_x, get_viewport().size.x)
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#Log.pr(map_size - get_viewport().size.x)
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camera.set_limit(SIDE_LEFT, 0)
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camera.set_limit(SIDE_TOP, 0)
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camera.set_limit(SIDE_RIGHT, map_size_x)
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camera.set_limit(SIDE_BOTTOM, map_size_y)
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pass
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119
components/scripts/free_camera_game_camera_component.gd
Normal file
119
components/scripts/free_camera_game_camera_component.gd
Normal file
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@ -0,0 +1,119 @@
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extends Camera2D
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class_name GameCamera
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@export var key : bool = true
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@export var drag : bool = true
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@export var edge : bool = false
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@export var wheel : bool = true
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@export var zoom_in_limit : float = 2.5 # The max vector2 zoom value
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@export var camera_speed : int = 450 # Camera speed in px/s
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@export var camera_margin : int = 50 # Pixels around edge of screen where the mouse will start moving the camera
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# Initial zoom value taken from Editor.
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var camera_zoom : Vector2 = zoom
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const camera_zoom_speed = Vector2(0.5, 0.5)
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var camera_movement : Vector2 = Vector2.ZERO
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var _prev_mouse_pos : Vector2 = Vector2.ZERO
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# INPUTS
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# Right mouse button was or is pressed.
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var __rmbk : bool = false
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# Move camera by keys: left, top, right, bottom.
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var __keys : Array[bool] = [false, false, false, false]
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func _ready() -> void:
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set_drag_horizontal_enabled(false)
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set_drag_vertical_enabled(false)
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set_position_smoothing_enabled(true)
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set_position_smoothing_speed(4)
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func _physics_process(delta : float) -> void:
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# Move camera by keys defined in InputMap (ui_left/top/right/bottom).
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if key:
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if __keys[0]:
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camera_movement.x -= camera_speed * delta
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if __keys[1]:
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camera_movement.y -= camera_speed * delta
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if __keys[2]:
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camera_movement.x += camera_speed * delta
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if __keys[3]:
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camera_movement.y += camera_speed * delta
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# Move camera by mouse, when it's on the margin (defined by camera_margin).
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if edge:
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var rec : Rect2 = get_viewport().get_visible_rect()
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var v : Vector2 = get_local_mouse_position() + rec.size/2
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if rec.size.x - v.x <= camera_margin:
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camera_movement.x += camera_speed * delta
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if v.x <= camera_margin:
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camera_movement.x -= camera_speed * delta
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if rec.size.y - v.y <= camera_margin:
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camera_movement.y += camera_speed * delta
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if v.y <= camera_margin:
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camera_movement.y -= camera_speed * delta
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# When RMB is pressed, move camera by difference of mouse position
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if drag and __rmbk:
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camera_movement = _prev_mouse_pos - get_local_mouse_position()
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# If this movement would take us out of clamp we don't want to do it:
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var position_change : Vector2 = camera_movement * get_zoom()
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if (position.x + position_change.x) <= limit_left or\
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(position.x + position_change.x) >= limit_right:
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camera_movement.x = 0
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if (position.y + position_change.y) <= limit_top or\
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(position.y + position_change.y) >= limit_bottom:
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camera_movement.y = 0
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if camera_movement.y != 0 or camera_movement.x != 0:
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# Update position of the camera.
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position += camera_movement * get_zoom()
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# Set camera movement to zero, update old mouse position.
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camera_movement = Vector2(0,0)
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_prev_mouse_pos = get_local_mouse_position()
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func _unhandled_input( event : InputEvent) ->void:
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if event is InputEventMouseButton:
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var mouse_event : InputEventMouseButton = event as InputEventMouseButton
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if drag and\
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mouse_event.button_index == MOUSE_BUTTON_RIGHT:
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# Control by right mouse button.
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if mouse_event.pressed: __rmbk = true
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else: __rmbk = false
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# Check if mouse wheel was used. Not handled by InputMap!
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if wheel:
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if mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN and\
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camera_zoom.x - camera_zoom_speed.x > 0 and\
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camera_zoom.y - camera_zoom_speed.y > 0:
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camera_zoom -= camera_zoom_speed
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set_zoom(camera_zoom)
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if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP and\
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camera_zoom.x + camera_zoom_speed.x < zoom_in_limit and\
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camera_zoom.y + camera_zoom_speed.y < zoom_in_limit:
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camera_zoom += camera_zoom_speed
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set_zoom(camera_zoom)
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# Control by keyboard handled by InpuMap.
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if event.is_action_pressed("ui_left"):
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__keys[0] = true
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if event.is_action_pressed("ui_up"):
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__keys[1] = true
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if event.is_action_pressed("ui_right"):
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__keys[2] = true
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if event.is_action_pressed("ui_down"):
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__keys[3] = true
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if event.is_action_released("ui_left"):
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__keys[0] = false
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if event.is_action_released("ui_up"):
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__keys[1] = false
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if event.is_action_released("ui_right"):
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__keys[2] = false
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if event.is_action_released("ui_down"):
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__keys[3] = false
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@ -8,7 +8,6 @@ var mushroom_glow : PackedScene = preload("res://entities/mushroom_glow.tscn")
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var glowing_mushrooms : Array = []
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var tile_size : Vector2i
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var map_pixel_size : Vector2i
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var tilemap_size : Vector2i
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var mushroom_layer : int = -1
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@ -21,7 +20,6 @@ func _ready() -> void:
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tile_map.tilemap_updated.connect(add_mushroom_glow)
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tile_size = tile_map.get_tileset().tile_size
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map_pixel_size = tilemap_size * tile_size
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tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
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mushroom_layer = tile_map.get_layer_id_by_name('Mushrooms')
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@ -48,7 +46,7 @@ func add_mushroom_glow() -> void:
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if tile_data.get_custom_data('glowcolour'):
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var glow_colour : String = tile_data.get_custom_data('glowcolour')
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var glow : MushroomGlow = mushroom_glow.instantiate()
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glow.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
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glow.set_position(coords * tile_size + tile_size / 2)
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glow.colour_name = glow_colour
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mushroom_glow_container.add_child.call_deferred(glow)
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glowing_mushrooms.append(coords)
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@ -11,7 +11,6 @@ var water_fog : PackedScene = preload("res://entities/water_fog.tscn")
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var effect_tiles : Array = []
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var tile_size : Vector2i
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var map_pixel_size : Vector2i
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var tilemap_size : Vector2i
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var water_layer : int = -1
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@ -22,7 +21,6 @@ func _ready() -> void:
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Log.pr("WaterEffectComponent ready")
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tile_size = tile_map.get_tileset().tile_size
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map_pixel_size = tilemap_size * tile_size
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tilemap_size = tile_map.get_used_rect().end - tile_map.get_used_rect().position
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water_layer = tile_map.get_layer_id_by_name('Water')
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@ -48,15 +46,14 @@ func add_water_effects() -> void:
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## 10% chance to add fog
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if randf() < 0.1:
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var fog : WaterFog = water_fog.instantiate()
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fog.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
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fog.set_position(coords * tile_size + tile_size / 2)
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water_effect_container.add_child.call_deferred(fog)
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effect_tiles.append(coords)
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## 20% chance to add water particles
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if randf() < 0.2:
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var water : WaterParticles = water_particles.instantiate()
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water.set_position(coords * tile_map.get_tileset().tile_size + tile_map.get_tileset().tile_size / 2)
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water.set_position(coords * tile_size + tile_size / 2)
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water_effect_container.add_child.call_deferred(water)
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effect_tiles.append(coords)
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