netmasked/scripts/camera.gd

110 lines
3.2 KiB
GDScript

extends Camera2D
@export var target_res : Vector2 = Vector2(480, 270)
@export var target_zoom : float = 1
@export var cam_speed : float = 5.0
@export var min_speed : float = 0.1
@export var ui_layer : CanvasLayer
# --- NEW VARIABLE ---
# 0.0 = no movement, 0.5 = camera moves halfway to mouse, 1.0 = camera centers on mouse
@export_range(0.0, 1.0) var mouse_look_strength : float = 0.15
# --------------------
@export var shake_decay : float = 5.0
@export var max_offset : Vector2 = Vector2(10, 10)
var pixel_material : ShaderMaterial
var scaling : Vector2
var actual_pos : Vector2
var shake_trauma : float = 0.0
func _ready():
# Safety check to prevent crash if node is missing
if has_node("Pixelator"):
pixel_material = get_node("Pixelator").material
get_viewport().size_changed.connect(_on_viewport_resized)
EventBus.player_dmg.connect(_on_player_dmg)
EventBus.screenshake.connect(_on_screenshake)
_on_viewport_resized()
func _fract(x : Vector2) -> Vector2:
return x - floor(x)
func _on_player_dmg():
# Apply a default punchy shake when hit
add_shake(0.5)
func _on_screenshake(intensity: float):
add_shake(intensity)
func add_shake(amount: float):
shake_trauma = clamp(shake_trauma + amount, 0.0, 1.0)
func _apply_shake():
# Squaring trauma makes the shake feel more organic (stronger at start, tapers off)
var amount = pow(shake_trauma, 2)
var offset = Vector2(
max_offset.x * amount * randf_range(-1, 1),
max_offset.y * amount * randf_range(-1, 1)
)
# Apply floor to keep the shake aligned with your pixel grid
global_position = floor(actual_pos + offset)
func _on_viewport_resized():
var viewport_res : Vector2 = get_viewport().get_visible_rect().size
scaling = Vector2(viewport_res.x / target_res.x, viewport_res.y / target_res.y)
if has_node("Pixelator"):
var pixel_rect : ColorRect = get_node("Pixelator")
pixel_rect.position = -target_res / 2.
pixel_rect.size = target_res
zoom = scaling * target_zoom
if ui_layer:
ui_layer.scale = zoom
EventBus.debug_print.emit("new scaling: " + str(scaling))
func _process(delta : float):
var parent_pos : Vector2 = get_parent().global_position
# --- NEW MOUSE LOOK LOGIC ---
var mouse_pos = get_viewport().get_mouse_position()
var vp_size = get_viewport().get_visible_rect().size
var center = vp_size / 2.0
# Calculate how far mouse is from center
var offset_from_center = mouse_pos - center
# Apply strength factor
offset_from_center *= mouse_look_strength
# Convert screen pixels to world units by dividing by the current scaling/zoom
# (We guard against division by zero just in case)
if scaling.x != 0 and scaling.y != 0:
var world_offset = offset_from_center / scaling
parent_pos += world_offset
# ---------------------------
var dist := actual_pos.distance_to(parent_pos)
var speed : float = max(min_speed, dist * cam_speed) * delta
actual_pos = actual_pos.move_toward(parent_pos, speed)
if shake_trauma > 0:
shake_trauma = max(shake_trauma - shake_decay * delta, 0)
_apply_shake()
else:
global_position = floor(actual_pos)
var sub_pixels : Vector2 = floor(_fract(actual_pos) * scaling)
if pixel_material:
pixel_material.set_shader_parameter("cam_pos", sub_pixels)
pixel_material.set_shader_parameter("scaling", scaling)