Character controls, camera with dead zone, flashlight scale

This commit is contained in:
Иван Кузьменко 2023-08-16 01:20:28 +03:00
parent f307a7ef00
commit bbc3f0821e
7 changed files with 80 additions and 4 deletions

View file

@ -6,4 +6,7 @@ public static class Constants
public static readonly Vector2 HalfScreenSize = ScreenSize / 2;
public const float MaxFlashlightRadius = 32;
public const float MinFlashlightRadius = 8;
public const float MaxFlashlightDistance = 96;
public const float MinFlashlightDistance = 16;
}

View file

@ -19,12 +19,16 @@ public partial class Flashlight : Node
var playerScreenPosition = playerScreenCenterPosition + Constants.HalfScreenSize;
PlayerCircle.Position = playerScreenPosition;
var d = Camera.FlashlightPosition.DistanceTo(Player.Position);
FlashlightRadius = Mathf.Lerp(Constants.MinFlashlightRadius, Constants.MaxFlashlightRadius,
Mathf.Clamp(d - Constants.MinFlashlightDistance, 0,
Constants.MaxFlashlightDistance - Constants.MinFlashlightDistance) / Constants.MaxFlashlightDistance);
var flashlightScreenPosition = flashlightScreenCenterPosition + Constants.HalfScreenSize;
var flashlightScale = FlashlightRadius / Constants.MaxFlashlightRadius;
Circle.Position = flashlightScreenPosition;
Circle.Scale = new Vector2(flashlightScale, flashlightScale);
var d = Camera.FlashlightPosition.DistanceTo(Player.Position);
if (d <= FlashlightRadius)
Polygon.Visible = false;
else

View file

@ -2,11 +2,41 @@ using Godot;
public partial class GameCamera : Camera2D
{
[Export] public Player Player;
[Export] public Vector2 CameraBounds;
/// <summary>
/// World position of the flashlight
/// </summary>
public Vector2 FlashlightPosition;
public override void _PhysicsProcess(double delta)
{
var relativePlayerPosition = Player.Position - Position;
var halfCameraBounds = CameraBounds / 2;
float x = 0, y = 0;
if (relativePlayerPosition.X > halfCameraBounds.X)
{
x = relativePlayerPosition.X - halfCameraBounds.X;
}
else if (relativePlayerPosition.X < -halfCameraBounds.X)
{
x = relativePlayerPosition.X + halfCameraBounds.X;
}
if (relativePlayerPosition.Y > halfCameraBounds.Y)
{
y = relativePlayerPosition.Y - halfCameraBounds.Y;
}
else if (relativePlayerPosition.Y < -halfCameraBounds.Y)
{
y = relativePlayerPosition.Y + halfCameraBounds.Y;
}
var difference = new Vector2(x, y);
Position += difference;
FlashlightPosition += difference;
}
public override void _Input(InputEvent @event)
{
base._Input(@event);

View file

@ -19,7 +19,7 @@ public partial class Player : CharacterBody2D
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
Vector2 direction = Input.GetVector("character_left", "character_right", "character_up", "character_down");
if (direction != Vector2.Zero)
{
velocity.X = direction.X * Speed;

View file

@ -1,6 +1,9 @@
using Godot;
using System;
/// <summary>
/// https://github.com/godotengine/godot/issues/75868#issuecomment-1524362054 THANK YOU!!!
/// </summary>
[Tool]
public partial class PointLight2DWorkaround : PointLight2D
{