mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
146 lines
5.3 KiB
GDScript
146 lines
5.3 KiB
GDScript
class_name CameraHandler
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extends Node2D
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@onready var last_position = global_position
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@export var camera: Camera2D = null
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@export var camera_center_joint: Node2D = null
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var camera_position := Vector2.ZERO
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var camera_offset := Vector2(8, 0)
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var camera_right_limit := 9999999
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var player_offset := 0.0
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var can_scroll_left := true
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var can_scroll_right := true
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static var cam_locked := false
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var scrolling := false
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var cam_direction := 1
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# how far between the center and the edge of the screen before scrolling to the center
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const SCROLL_DIFFERENCE := 48.0
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func _exit_tree() -> void:
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cam_locked = false
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func _physics_process(delta: float) -> void:
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handle_camera(delta)
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last_position = global_position
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func handle_camera(delta: float) -> void:
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can_scroll_left = camera_position.x + camera_offset.x > -255
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can_scroll_right = camera_position.x + camera_offset.x < camera_right_limit - 1
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if ["Pipe", "Climb", "FlagPole"].has(owner.state_machine.state.name):
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handle_vertical_scrolling(delta)
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do_limits()
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camera.global_position = camera_position + camera_offset
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return
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if not cam_locked:
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handle_horizontal_scrolling(delta)
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handle_vertical_scrolling(delta)
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handle_offsets(delta)
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do_limits()
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camera.global_position = camera_position + camera_offset
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update_camera_barriers()
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func update_camera_barriers() -> void:
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if get_viewport() != null:
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camera_center_joint.global_position = get_viewport().get_camera_2d().get_screen_center_position()
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camera_center_joint.get_node("LeftWall").position.x = -(get_viewport_rect().size.x / 2)
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camera_center_joint.get_node("RightWall").position.x = (get_viewport_rect().size.x / 2)
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func handle_horizontal_scrolling(delta: float) -> void:
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scrolling = false
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var true_velocity = (global_position - last_position) / delta
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var true_vel_dir = sign(true_velocity.x)
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if (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
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true_vel_dir = 0
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true_velocity.x = 0
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## RIGHT MOVEMENT
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if true_vel_dir == 1 and can_scroll_right:
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cam_direction = 1
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if global_position.x >= camera_position.x:
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var offset = 0
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scrolling = true
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camera_position.x = global_position.x + offset
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## LEFT MOVEMENT
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elif true_vel_dir == -1 and can_scroll_left and Global.current_level.can_backscroll:
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cam_direction = -1
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if global_position.x <= camera_position.x:
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scrolling = true
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var offset = 0
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camera_position.x = global_position.x + offset
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# horizontal adjusgments
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# if the position is matching the camera, start scrolling towards the center
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if global_position.x >= camera_position.x:
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position.x = move_toward(position.x,0.0,delta * max(30.0, abs(true_velocity.x / 2.3)))
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else:
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# if the camera if behind the middle of the screen, calculate the current difference
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position.x = max(min(camera_position.x-global_position.x,SCROLL_DIFFERENCE),position.x)
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func handle_vertical_scrolling(_delta: float) -> void:
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## VERTICAL MOVEMENT
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if global_position.y < camera_position.y and owner.is_on_floor():
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camera_position.y = move_toward(camera_position.y, global_position.y, 3)
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elif global_position.y < camera_position.y - 64:
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camera_position.y = global_position.y + 64
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elif global_position.y > camera_position.y + 32:
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camera_position.y = global_position.y - 32
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func tween_ahead() -> void:
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if scrolling == false: return
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await get_tree().create_timer(0.25).timeout
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var tween = create_tween()
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tween.tween_property(self, "camera_position:x", camera_position.x + (32 * cam_direction), 0.25)
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func recenter_camera() -> void:
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camera_position = global_position
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last_position = camera_position
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camera_position += camera_offset
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do_limits()
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camera.global_position = camera_position
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func handle_offsets(delta: float) -> void:
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var true_velocity = (global_position - last_position) / delta
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var true_vel_dir = sign(true_velocity.x)
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if owner.velocity.x == 0 or (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
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true_vel_dir = 0
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true_velocity.x = 0
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if Global.current_level.can_backscroll:
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if true_vel_dir != 0 and abs(true_velocity.x) > 80:
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if abs(camera_position.x - global_position.x) <= 64:
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camera_offset.x = move_toward(camera_offset.x, 8 * true_vel_dir, abs(true_velocity.x) / 200)
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else:
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camera_offset.x = 8
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func do_limits() -> void:
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camera_right_limit = clamp(Player.camera_right_limit, -256 + (get_viewport().get_visible_rect().size.x), INF)
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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))
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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))
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var wall_enabled := true
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if is_instance_valid(Global.level_editor):
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if Global.level_editor.playing_level == false:
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wall_enabled = false
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$"../CameraCenterJoint/LeftWall".set_collision_layer_value(1, wall_enabled)
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var level_exit = false
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if owner.state_machine != null:
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level_exit = owner.state_machine.state.name == "LevelExit"
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$"../CameraCenterJoint/RightWall".set_collision_layer_value(1, wall_enabled and level_exit == false)
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func point_to_camera_limit(point := 0, point_dir := -1) -> float:
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return point + ((get_viewport_rect().size.x / 2.0) * -point_dir)
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func point_to_camera_limit_y(point := 0, point_dir := -1) -> float:
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return point + ((get_viewport_rect().size.y / 2.0) * -point_dir)
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