Created
May 11, 2021 09:51
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extends Camera2D | |
const SCREEN_SIZE := Vector2( 320, 180 ) | |
var cur_screen := Vector2( 0, 0 ) | |
func _ready(): | |
set_as_toplevel( true ) | |
global_position = get_parent().global_position | |
_update_screen( cur_screen ) | |
func _physics_process(delta): | |
var parent_screen : Vector2 = ( get_parent().global_position / SCREEN_SIZE ).floor() | |
if not parent_screen.is_equal_approx( cur_screen ): | |
_update_screen( parent_screen ) | |
func _update_screen( new_screen : Vector2 ): | |
cur_screen = new_screen | |
global_position = cur_screen * SCREEN_SIZE + SCREEN_SIZE * 0.5 |
using Godot;
public partial class TransitionCamera : Camera2D
{
private Vector2 ScreenSize => GetViewportRect().Size;
private Vector2 current = new(0, 0);
public override void _Ready()
{
this.TopLevel = true;
this.GlobalPosition = GetParent<Node2D>().GlobalPosition;
UpdateScreen(this.current);
}
public override void _PhysicsProcess(double delta)
{
Vector2 parentScreen = ( GetParent<Node2D>().GlobalPosition / this.ScreenSize ).Floor();
if (!parentScreen.IsEqualApprox(this.current))
UpdateScreen(parentScreen);
}
private void UpdateScreen(Vector2 newScreen)
{
this.current = newScreen;
this.GlobalPosition = current * this.ScreenSize + this.ScreenSize * 0.5f;
}
}
Translation to C# for Godot 4
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Could also do top_level = true