Rewritten camera to follow cursor

This commit is contained in:
Marco 2025-05-07 11:36:03 +02:00
commit 869a3b4c06
7 changed files with 232 additions and 9 deletions

View file

@ -4,10 +4,10 @@
[ext_resource type="PackedScene" uid="uid://c4pr2707hbeph" path="res://Scenes/Actors/fsm_player.tscn" id="2_3fyis"]
[ext_resource type="Resource" uid="uid://6ek4lmtuij4t" path="res://Resources/Maps/Roguelite.tres" id="2_k5t51"]
[ext_resource type="Script" uid="uid://bt2qjgnf1wc2r" path="res://Scripts/Controllers/RogueliteRoomManager.cs" id="4_jtlua"]
[ext_resource type="Script" uid="uid://cfya7sndh7vy2" path="res://Scenes/CameraController.gd" id="8_y651a"]
[ext_resource type="Script" uid="uid://dd535g2nxqpg1" path="res://Scripts/Misc/CameraController.cs" id="6_gwtv6"]
[ext_resource type="Script" uid="uid://c5nxsq3tyxcx6" path="res://Scripts/InventoryManager.cs" id="9_vhvs2"]
[ext_resource type="Script" uid="uid://upq0b4sx7nhw" path="res://Scripts/Misc/CameraTarget.cs" id="9_wbqvu"]
[ext_resource type="PackedScene" uid="uid://dkwi1hu1bixoe" path="res://Scenes/HUD/HUD.tscn" id="10_6gk3e"]
[ext_resource type="Script" uid="uid://bdshph801ac2i" path="res://Scenes/CameraTarget.gd" id="11_4gy5m"]
[ext_resource type="Script" uid="uid://cnkipcolyj61w" path="res://Scripts/AlarmManager.cs" id="12_eoca5"]
[ext_resource type="PackedScene" uid="uid://b3tyacxxw88lx" path="res://Scenes/Utils/StreamPlayerWithName.tscn" id="13_4n7t6"]
[ext_resource type="Script" uid="uid://3v6q0p5krqn7" path="res://Scripts/UI/Minimap.cs" id="16_pfafs"]
@ -30,9 +30,11 @@ MapThemes = Array[Object]([ExtResource("25_7gtqx")])
[node name="CameraController" type="Camera2D" parent="."]
process_mode = 1
script = ExtResource("8_y651a")
pixel_snap = false
enable_smoothing = false
script = ExtResource("6_gwtv6")
PixelSnap = false
EnableSmoothing = false
AimLerpSpeed = 0.8
DebugCamera2ActionName = &"debug_camera_1"
[node name="ReferenceRect" type="ReferenceRect" parent="."]
visible = false
@ -48,7 +50,7 @@ script = ExtResource("9_vhvs2")
[node name="CameraTarget" type="Node2D" parent="."]
position = Vector2(154, 103)
script = ExtResource("11_4gy5m")
script = ExtResource("9_wbqvu")
[node name="PlayerStartPosition" type="Marker2D" parent="."]
position = Vector2(150, 80)

View file

@ -18,9 +18,8 @@ position = Vector2(-4.685, 3.52)
[node name="ShootTimer" type="Timer" parent="."]
one_shot = true
[node name="SoundModule" type="Node2D" parent="." node_paths=PackedStringArray("Weapon", "ShootSound", "ReloadSound", "EmptySound")]
[node name="SoundModule" type="Node2D" parent="." node_paths=PackedStringArray("ShootSound", "ReloadSound", "EmptySound")]
script = ExtResource("2_uwnyl")
Weapon = NodePath("")
ShootSound = NodePath("ShootSound")
ReloadSound = NodePath("ReloadSound")
EmptySound = NodePath("EmptySound")

View file

@ -0,0 +1,172 @@
using System;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Misc;
public partial class CameraController : Camera2D
{
[Export] public bool PixelSnap { get; set; } = true;
[Export] public bool EnableSmoothing { get; set; } = true;
[Export] public bool FollowTargeting { get; set; } = true;
[Export] public float SmoothTime { get; set; } = 0.2f;
[Export] public float MaxAimOffsetDistance { get; set; } = 64f;
[Export] public float AimLerpSpeed { get; set; } = 10f; // How fast the offset adapts
[Export] public float AimDeadzone { get; set; } = 0.2f;
[ExportGroup("Name Strings")]
[Export] public StringName CameraControllersGroupName { get; private set; } = "camera_controllers";
[Export] public StringName DebugCamera1ActionName { get; private set; } = "debug_camera_1";
[Export] public StringName DebugCamera2ActionName { get; private set; } = "debug_camera_2";
[Export] public StringName AimUpName { get; private set; } = "aim_up";
[Export] public StringName AimDownName { get; private set; } = "aim_down";
[Export] public StringName AimLeftName { get; private set; } = "aim_left";
[Export] public StringName AimRightName { get; private set; } = "aim_right";
private CameraTarget _activeTarget;
private Vector2 _previousPixelSnapDelta = Vector2.Zero;
// The current camera velocity, for smooth damping.
private Vector2 _currentVelocity = Vector2.Zero;
// The current exact position of the camera
private Vector2 _currentPosition;
private Vector2 _currentAimOffset = Vector2.Zero;
public override void _Ready()
{
AddToGroup(CameraControllersGroupName);
}
public override void _UnhandledInput(InputEvent @event)
{
if (Input.IsActionJustPressed(DebugCamera1ActionName))
{
PixelSnap = !PixelSnap;
GD.Print($"Camera Pixel Snap: {PixelSnap}");
}
if (Input.IsActionJustPressed(DebugCamera2ActionName))
{
EnableSmoothing = !EnableSmoothing;
GD.Print($"Camera Smoothing: {EnableSmoothing}");
}
}
public override void _Process(double delta)
{
float deltaTime = (float)delta;
// Update position
Vector2 nextPosition;
Vector2 target;
if (FollowTargeting)
{
// Adding the offset
Vector2 aimDirection = GetAimDirection(); // We'll define this next
Vector2 desiredOffset = aimDirection * MaxAimOffsetDistance;
_currentAimOffset = _currentAimOffset.Lerp(desiredOffset, AimLerpSpeed * deltaTime);
// Clamp final offset
if (_currentAimOffset.LengthSquared() > MaxAimOffsetDistance * MaxAimOffsetDistance)
_currentAimOffset = _currentAimOffset.Normalized() * MaxAimOffsetDistance;
target = _activeTarget.GlobalPosition + _currentAimOffset;
}
else
{
target = _activeTarget.GlobalPosition;
}
if (EnableSmoothing)
{
// Handle target movement with SmoothDamp
// Replace this with any smooth follow / lerp of your choosing, but be careful to use `delta`
// properly -- improper use can result in jitter. Don't do lerp(current, target, delta).
var resX = MathFunctions.SmoothDamp(_currentPosition.X, target.X, _currentVelocity.X, SmoothTime,
float.PositiveInfinity, deltaTime);
var resY = MathFunctions.SmoothDamp(_currentPosition.Y, target.Y, _currentVelocity.Y, SmoothTime,
float.PositiveInfinity, deltaTime);
nextPosition = new Vector2(resX.Item1, resY.Item1);
_currentVelocity = new Vector2(resX.Item2, resY.Item2);
}
else
{
// Set next camera position to the exact target.
nextPosition = target;
}
_currentPosition = nextPosition;
if (PixelSnap)
{
// IMPORTANT: perform pixel snap so that the camera movement doesn't interfere with the
// sub-pixel "smooth movement" we do in the shader.
var snappedPosition = (nextPosition + new Vector2(0.5f, 0.5f)).Floor();
_previousPixelSnapDelta = snappedPosition - nextPosition;
nextPosition = snappedPosition;
}
else
{
_previousPixelSnapDelta = Vector2.Zero;
}
// Set the camera position.
GlobalPosition = nextPosition;
// IMPORTANT: Work around godot bug where camera doesn't update immediately: https://github.com/godotengine/godot/issues/74203
ForceUpdateScroll();
}
private Vector2 GetAimDirection()
{
// Check controller stick input
Vector2 stickDir = new Vector2(
Input.GetActionStrength(AimRightName) - Input.GetActionStrength(AimLeftName),
Input.GetActionStrength(AimDownName) - Input.GetActionStrength(AimUpName)
);
float stickLen = stickDir.Length();
if (stickLen > AimDeadzone)
{
float scaled = (stickLen - AimDeadzone) / (1f - AimDeadzone);
return stickDir.Normalized() * Mathf.Clamp(scaled, 0f, 1f);
}
// Mouse input
Vector2 screenCenter = GetViewportRect().Size / 2f;
Vector2 mousePos = GetViewport().GetMousePosition();
Vector2 dir = mousePos - screenCenter;
float dist = dir.Length();
// Use a pixel-based deadzone for mouse
float mouseDeadzone = AimDeadzone * 100f; // e.g. 0.2 * 100 = 20px
if (dist > mouseDeadzone)
{
float scaled = (dist - mouseDeadzone) / (screenCenter.Length() - mouseDeadzone);
return dir.Normalized() * Mathf.Clamp(scaled, 0f, 1f);
}
return Vector2.Zero;
}
public Vector2 GetPixelSnapDelta()
{
return _previousPixelSnapDelta;
}
public void RegisterTarget(CameraTarget target)
{
// assert(not _active_target)
_activeTarget = target;
_currentPosition = _activeTarget.GlobalPosition;
}
}

View file

@ -0,0 +1 @@
uid://dd535g2nxqpg1

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@ -0,0 +1,16 @@
using Godot;
namespace Cirno.Scripts.Misc;
public partial class CameraTarget : Node2D
{
public override void _Ready()
{
// register with the controller
var res = GetTree().GetFirstNodeInGroup("camera_controllers");
if (res is not null && res is CameraController cameraController)
{
cameraController.RegisterTarget(this);
}
}
}

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@ -0,0 +1 @@
uid://upq0b4sx7nhw

View file

@ -1,4 +1,5 @@
using Godot;
using System;
using Godot;
namespace Cirno.Scripts.Utils;
@ -29,4 +30,35 @@ public static class MathFunctions
return targetPos + targetVel * t;
}
// Critically damped spring, based on Game Programming Gems 4 Chapter 1.10. https://archive.org/details/game-programming-gems-4/page/95/mode/2up
// Returns a 2-tuple of [next_position, next_velocity].
public static Tuple<float, float> SmoothDamp(float current, float target, float currentVelocity, float smoothTime, float maxSpeed, float delta)
{
smoothTime = MathF.Max(smoothTime, 0.0001f);
var omega = 2.0f / smoothTime;
var x = omega * delta;
var xExp = 1.0f / (1.0f + x + 0.48f * x * x + 0.235f * x * x * x);
var change = current - target;
var originalTarget = target;
// Clamp max speed
var maxChange = maxSpeed * smoothTime;
change = Math.Clamp(change, -maxChange, maxChange);
target = current - change;
var temp = (currentVelocity + omega * change) * delta;
currentVelocity = (currentVelocity - omega * temp) * xExp;
var output = target + (change + temp) * xExp;
// Prevent Overshooting
if ((originalTarget - current > 0.0) == (output > originalTarget))
{
output = originalTarget;
currentVelocity = (output - originalTarget) / delta;
}
return new Tuple<float, float>(output, currentVelocity);
}
}