Created
April 9, 2017 06:17
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[Zelda Camera] Zelda style camera script(from Dodgetgo) #tags: Godot
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extends Camera2D | |
export(Vector2) var RoomSize; | |
export(NodePath) var Target; | |
export var ScrollSpeed = 2; | |
var Future_pos = Vector2(); | |
var cam_pos = Vector2(0,0); | |
var is_translating = false; | |
func _ready(): | |
set_fixed_process(true); | |
pass | |
func _fixed_process(delta): | |
var target_pos = get_node(Target).get_pos(); | |
cam_pos = get_pos(); | |
#cam_pos.x+=1; | |
if(!is_translating): | |
if(target_pos.y > cam_pos.y+RoomSize.y): | |
Future_pos.y += RoomSize.y | |
is_translating = true; | |
if(target_pos.y < cam_pos.y): | |
Future_pos.y -= RoomSize.y | |
is_translating = true; | |
if(target_pos.x > cam_pos.x+RoomSize.x): | |
Future_pos.x += RoomSize.x | |
is_translating = true; | |
if(target_pos.x < cam_pos.x): | |
Future_pos.x -= RoomSize.x | |
is_translating = true; | |
else: | |
_transtition(); | |
print(str(cam_pos)+":"+str(Future_pos)) | |
#move_to(cam_pos); | |
set_pos(cam_pos); | |
func _transtition(): | |
get_tree().set_pause(true); | |
if(cam_pos.y < Future_pos.y): | |
cam_pos.y += ScrollSpeed; | |
elif(cam_pos.y > Future_pos.y): | |
cam_pos.y -= ScrollSpeed; | |
elif(cam_pos.x < Future_pos.x): | |
cam_pos.x += ScrollSpeed; | |
elif(cam_pos.x > Future_pos.x): | |
cam_pos.x -= ScrollSpeed; | |
else: | |
get_tree().set_pause(false); | |
is_translating = false; | |
pass |
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