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Camera 2D
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18 changed files with 791 additions and 24 deletions
104
Scenes/CameraController.gd
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104
Scenes/CameraController.gd
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class_name CameraController
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extends Camera2D
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## Whether to use pixel snap.
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@export var pixel_snap: bool = true
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## Whether camera movement should be smooth.
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@export var enable_smoothing: bool = true
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## The current target being followed.
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var _active_target: CameraTarget
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var _previous_pixel_snap_delta := Vector2.ZERO
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## The current camera velocity, for smooth damping.
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var _current_velocity := Vector2.ZERO
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## The current exact position of the camera.
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var _current_position: Vector2
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func _ready() -> void:
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# Add to group so we can look it up later.
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add_to_group("camera_controllers")
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## Critically damped spring, based on Game Programming Gems 4 Chapter 1.10. https://archive.org/details/game-programming-gems-4/page/95/mode/2up
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## Returns a 2-tuple of [next_position, next_velocity].
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func smooth_damp(current: float, target: float, current_velocity: float, smooth_time: float, max_speed: float, delta: float) -> Array[float]:
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smooth_time = max(smooth_time, 0.0001)
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var omega := 2.0 / smooth_time
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var x := omega * delta
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var x_exp := 1.0 / (1.0 + x + 0.48 * x * x + 0.235 * x * x * x)
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var change := current - target
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var original_target := target
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# Clamp max speed.
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var max_change := max_speed * smooth_time
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change = clamp(change, -max_change, max_change)
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target = current - change
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var temp := (current_velocity + omega * change) * delta
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current_velocity = (current_velocity - omega * temp) * x_exp
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var output := target + (change + temp) * x_exp
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# Prevent overshooting.
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if (original_target - current > 0.0) == (output > original_target):
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output = original_target
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current_velocity = (output - original_target) / delta
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return [output, current_velocity]
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func _unhandled_input(_event: InputEvent) -> void:
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if Input.is_key_pressed(KEY_1):
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pixel_snap = not pixel_snap
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print("Camera pixel snap: ", pixel_snap)
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if Input.is_key_pressed(KEY_2):
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enable_smoothing = not enable_smoothing
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print("Camera smoothing: ", enable_smoothing)
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# It's important that the camera position gets updated in _process instead of _physics_process,
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# since it needs to be dependent on frame rate.
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func _process(delta: float) -> void:
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# Update position.
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var next_position: Vector2
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var target: Vector2 = _active_target.global_position
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if enable_smoothing:
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# Handle target movement with smooth_damp.
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# Replace this with any smooth follow / lerp of your choosing, but be careful to use `delta`
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# properly -- improper use can result in jitter. Don't do lerp(current, target, delta).
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var res_x := smooth_damp(_current_position.x, target.x, _current_velocity.x, 0.2, INF, delta)
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var res_y := smooth_damp(_current_position.y, target.y, _current_velocity.y, 0.2, INF, delta)
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next_position.x = res_x[0]
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next_position.y = res_y[0]
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_current_velocity.x = res_x[1]
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_current_velocity.y = res_y[1]
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else:
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# Set next camera position to the exact target.
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next_position = target
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_current_position = next_position
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if pixel_snap:
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# IMPORTANT: perform pixel snap so that the camera movement doesn't interfere with the
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# sub-pixel "smooth movement" we do in the shader.
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var snapped_position = (next_position + Vector2(0.5, 0.5)).floor()
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_previous_pixel_snap_delta = snapped_position - next_position
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next_position = snapped_position
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else:
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_previous_pixel_snap_delta = Vector2.ZERO
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# Set the camera position.
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global_position = next_position
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# IMPORTANT: Work around godot bug where camera doesn't update immediately: https://github.com/godotengine/godot/issues/74203
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force_update_scroll()
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## Returns the position delta between the pixel-snapped position and the actual controlled camera position.
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## If pixel snap is off, returns Zero.
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func get_pixel_snap_delta() -> Vector2:
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return _previous_pixel_snap_delta
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## Registers a camera target to follow.
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func register_target(target: CameraTarget) -> void:
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assert(not _active_target)
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_active_target = target
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_current_position = _active_target.global_position
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