Files
Super-Mario-Bros.-Remastere…/Scripts/Parts/CameraHandler.gd

188 lines
6.7 KiB
GDScript

class_name CameraHandler
extends Node2D
@onready var last_position = global_position
@export var camera: Camera2D = null
@export var camera_center_joint: Node2D = null
var camera_position := Vector2.ZERO
var camera_offset := Vector2(8, 0)
var camera_right_limit := 9999999
var player_offset := 0.0
var can_scroll_left := true
var can_scroll_right := true
static var cam_locked := false
var scrolling := false
var cam_direction := 1
# how far between the center and the edge of the screen before scrolling to the center
const SCROLL_DIFFERENCE := 48.0
var can_diff := true
static var sp_screen_scroll := false
static var sp_scroll_style := 1
var sp_scrolling := false
func _exit_tree() -> void:
cam_locked = false
func _physics_process(delta: float) -> void:
handle_camera(delta)
last_position = global_position
func handle_camera(delta: float) -> void:
can_scroll_left = camera_position.x + camera_offset.x > -255
can_scroll_right = camera_position.x + camera_offset.x < camera_right_limit - 1
if ["Pipe", "Climb", "FlagPole"].has(owner.state_machine.state.name):
handle_vertical_scrolling(delta)
do_limits()
camera.global_position = camera_position + camera_offset
return
if not cam_locked:
if not sp_screen_scroll:
handle_horizontal_scrolling(delta)
handle_vertical_scrolling(delta)
handle_offsets(delta)
else:
handle_sp_scrolling()
do_limits()
camera.global_position = camera_position + camera_offset
update_camera_barriers()
func update_camera_barriers() -> void:
if get_viewport() != null:
camera_center_joint.global_position = get_viewport().get_camera_2d().get_screen_center_position()
camera_center_joint.get_node("LeftWall").position.x = -(get_viewport_rect().size.x / 2)
camera_center_joint.get_node("RightWall").position.x = (get_viewport_rect().size.x / 2)
func handle_horizontal_scrolling(delta: float) -> void:
scrolling = false
var true_velocity = (global_position - last_position) / delta
var true_vel_dir = sign(true_velocity.x)
if (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
true_vel_dir = 0
true_velocity.x = 0
## RIGHT MOVEMENT
if true_vel_dir == 1 and can_scroll_right:
cam_direction = 1
if global_position.x >= camera_position.x:
var offset = 0
if camera_position.x <= global_position.x - 4:
offset = camera_position.x - global_position.x + abs(true_velocity.x * delta)
scrolling = true
camera_position.x = global_position.x + offset
## LEFT MOVEMENT
elif true_vel_dir == -1 and can_scroll_left and Global.current_level.can_backscroll:
cam_direction = -1
if global_position.x <= camera_position.x:
scrolling = true
var offset = 0
if camera_position.x >= global_position.x + 4:
offset = camera_position.x - global_position.x - abs(true_velocity.x * delta)
camera_position.x = global_position.x + offset
if can_diff == false:
position.x = 0
return
# horizontal adjusgments
# if the position is matching the camera, start scrolling towards the center
if global_position.x >= camera_position.x:
position.x = move_toward(position.x,0.0,delta * max(30.0, abs(true_velocity.x / 2.3)))
else:
# if the camera if behind the middle of the screen, calculate the current difference
position.x = max(min(camera_position.x-global_position.x,SCROLL_DIFFERENCE),position.x)
func handle_vertical_scrolling(_delta: float) -> void:
## VERTICAL MOVEMENT
if global_position.y < camera_position.y and owner.is_on_floor():
camera_position.y = move_toward(camera_position.y, global_position.y, 3)
elif global_position.y < camera_position.y - 64:
camera_position.y = global_position.y + 64
elif global_position.y > camera_position.y + 32:
camera_position.y = global_position.y - 32
func handle_sp_scrolling() -> void:
var distance = camera_position.x - owner.global_position.x
var limit = get_viewport().get_visible_rect().size.x / 2 - 16
if abs(distance) > limit:
do_sp_scroll(sign(owner.global_position.x - camera_position.x))
func do_sp_scroll(direction := 1) -> void:
if sp_scrolling: return
sp_scrolling = true
process_mode = Node.PROCESS_MODE_ALWAYS
get_tree().paused = true
var distance = get_viewport().get_visible_rect().size.x - 32
if sp_scroll_style == 0:
var tween = create_tween()
tween.tween_property(self, "camera_position:x", camera_position.x + (distance * direction), 1)
await tween.finished
else:
Global.get_node("Transition").show()
await get_tree().create_timer(0.5).timeout
camera_position.x += distance * direction
await get_tree().create_timer(0.5).timeout
Global.get_node("Transition").hide()
sp_scrolling = false
get_tree().paused = false
func tween_ahead() -> void:
if scrolling == false: return
await get_tree().create_timer(0.25).timeout
var tween = create_tween()
tween.tween_property(self, "camera_position:x", camera_position.x + (32 * cam_direction), 0.25)
func recenter_camera() -> void:
camera_position = global_position
last_position = camera_position
camera_position += camera_offset
do_limits()
camera.global_position = camera_position
func handle_offsets(delta: float) -> void:
var true_velocity = (global_position - last_position) / delta
var true_vel_dir = sign(true_velocity.x)
if owner.velocity.x == 0 or (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
true_vel_dir = 0
true_velocity.x = 0
if Global.current_level.can_backscroll:
if true_vel_dir != 0 and abs(true_velocity.x) > 80:
if abs(camera_position.x - global_position.x) <= 64:
camera_offset.x = move_toward(camera_offset.x, 8 * true_vel_dir, abs(true_velocity.x) / 200)
else:
camera_offset.x = 8
func do_limits() -> void:
camera_right_limit = clamp(Player.camera_right_limit, -256 + (get_viewport().get_visible_rect().size.x), INF)
camera_position.x = clamp(camera_position.x, point_to_camera_limit(-256 - camera_offset.x, -1), point_to_camera_limit(camera_right_limit - camera_offset.x, 1))
camera_position.y = clamp(camera_position.y, point_to_camera_limit_y(Global.current_level.vertical_height, -1), point_to_camera_limit_y(32, 1))
var wall_enabled := true
if is_instance_valid(Global.level_editor):
if Global.level_editor.playing_level == false:
wall_enabled = false
$"../CameraCenterJoint/LeftWall".set_collision_layer_value(1, wall_enabled)
var level_exit = false
if owner.state_machine != null:
level_exit = owner.state_machine.state.name == "LevelExit"
$"../CameraCenterJoint/RightWall".set_collision_layer_value(1, wall_enabled and level_exit == false)
func point_to_camera_limit(point := 0, point_dir := -1) -> float:
return point + ((get_viewport_rect().size.x / 2.0) * -point_dir)
func point_to_camera_limit_y(point := 0, point_dir := -1) -> float:
return point + ((get_viewport_rect().size.y / 2.0) * -point_dir)