Many changes

Handle it
This commit is contained in:
Dan Baker 2025-05-04 09:30:14 +01:00
parent bf09402bc5
commit 214e0aa5e0
366 changed files with 24353 additions and 2096 deletions

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[gd_scene load_steps=3 format=3 uid="uid://4ajjlg37ssja"]
[ext_resource type="Script" uid="uid://dy08nb2aotcf7" path="res://components/scripts/free_camera_component.gd" id="1_ang1s"]
[ext_resource type="Script" uid="uid://ox4lxm83ciu" path="res://components/scripts/free_camera_game_camera_component.gd" id="2_3cl4c"]
[node name="FreeCameraComponent" type="Node2D"]
script = ExtResource("1_ang1s")
[node name="GameCamera" type="Camera2D" parent="."]
script = ExtResource("2_3cl4c")
key = false
edge = true
wheel = false

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extends Node2D
class_name FreeCameraComponent
@onready var camera: GameCamera = $GameCamera
func _ready() -> void:
var map_size_x: int = Global.TILE_SIZE * (Global.ROOM_WIDTH * Global.GRID_WIDTH)
var map_size_y: int = Global.TILE_SIZE * (Global.ROOM_HEIGHT * Global.GRID_HEIGHT)
Log.pr("Map size: ", map_size_x, map_size_y)
camera.set_limit(SIDE_LEFT, -100)
camera.set_limit(SIDE_TOP, -100)
camera.set_limit(SIDE_RIGHT, map_size_x + 100)
camera.set_limit(SIDE_BOTTOM, map_size_y + 100)
pass

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uid://dy08nb2aotcf7

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extends Camera2D
class_name GameCamera
@export var key: bool = true
@export var drag: bool = true
@export var edge: bool = false
@export var wheel: bool = true
@export var zoom_in_limit: float = 2.5 # The max vector2 zoom value
@export var camera_speed: int = 450 # Camera speed in px/s
@export var camera_margin: int = 50 # Pixels around edge of screen where the mouse will start moving the camera
# Initial zoom value taken from Editor.
var camera_zoom: Vector2 = zoom
const camera_zoom_speed = Vector2(0.5, 0.5)
var camera_movement: Vector2 = Vector2.ZERO
var _prev_mouse_pos: Vector2 = Vector2.ZERO
# INPUTS
# Right mouse button was or is pressed.
var __rmbk: bool = false
# Move camera by keys: left, top, right, bottom.
var __keys: Array[bool] = [false, false, false, false]
func _ready() -> void:
set_drag_horizontal_enabled(false)
set_drag_vertical_enabled(false)
set_position_smoothing_enabled(true)
set_position_smoothing_speed(4)
func _physics_process(delta: float) -> void:
# Move camera by keys defined in InputMap (ui_left/top/right/bottom).
if key:
if __keys[0]:
camera_movement.x -= camera_speed * delta
if __keys[1]:
camera_movement.y -= camera_speed * delta
if __keys[2]:
camera_movement.x += camera_speed * delta
if __keys[3]:
camera_movement.y += camera_speed * delta
# Move camera by mouse, when it's on the margin (defined by camera_margin).
if edge:
var rec: Rect2 = get_viewport().get_visible_rect()
var v: Vector2 = get_local_mouse_position() + rec.size / 2
if rec.size.x - v.x <= camera_margin:
camera_movement.x += camera_speed * delta
if v.x <= camera_margin:
camera_movement.x -= camera_speed * delta
if rec.size.y - v.y <= camera_margin:
camera_movement.y += camera_speed * delta
if v.y <= camera_margin:
camera_movement.y -= camera_speed * delta
# When RMB is pressed, move camera by difference of mouse position
if drag and __rmbk:
camera_movement = _prev_mouse_pos - get_local_mouse_position()
# If this movement would take us out of clamp we don't want to do it:
var position_change: Vector2 = camera_movement * get_zoom()
if (position.x + position_change.x) < limit_left or \
(position.x + position_change.x) > limit_right:
camera_movement.x = 0
if (position.y + position_change.y) < limit_top or \
(position.y + position_change.y) > limit_bottom:
camera_movement.y = 0
if camera_movement.y != 0 or camera_movement.x != 0:
# Update position of the camera.
position += camera_movement * get_zoom()
# Set camera movement to zero, update old mouse position.
camera_movement = Vector2(0, 0)
_prev_mouse_pos = get_local_mouse_position()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
var mouse_event: InputEventMouseButton = event as InputEventMouseButton
if drag and \
mouse_event.button_index == MOUSE_BUTTON_RIGHT:
# Control by right mouse button.
if mouse_event.pressed: __rmbk = true
else: __rmbk = false
# Check if mouse wheel was used. Not handled by InputMap!
if wheel:
if mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN and \
camera_zoom.x - camera_zoom_speed.x > 0 and \
camera_zoom.y - camera_zoom_speed.y > 0:
camera_zoom -= camera_zoom_speed
set_zoom(camera_zoom)
if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP and \
camera_zoom.x + camera_zoom_speed.x < zoom_in_limit and \
camera_zoom.y + camera_zoom_speed.y < zoom_in_limit:
camera_zoom += camera_zoom_speed
set_zoom(camera_zoom)
# Control by keyboard handled by InpuMap.
if event.is_action_pressed("ui_left"):
__keys[0] = true
if event.is_action_pressed("ui_up"):
__keys[1] = true
if event.is_action_pressed("ui_right"):
__keys[2] = true
if event.is_action_pressed("ui_down"):
__keys[3] = true
if event.is_action_released("ui_left"):
__keys[0] = false
if event.is_action_released("ui_up"):
__keys[1] = false
if event.is_action_released("ui_right"):
__keys[2] = false
if event.is_action_released("ui_down"):
__keys[3] = false

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uid://ox4lxm83ciu