-- `Camera` -- Used in drawing. -- Metatable of `Camera` Camera = { x = 0, y = 0, dest_x = 0, dest_y = 0, scale = getScale(), scaler = getRealScale(), shake = 0, timer = 0, delay = 0, origin_x = 0, origin_y = 0, shake_x = 0, shake_y = 0, world = nil, -- game world } -- Constructor of `Camera` function Camera:new (world) local o = {} setmetatable(o, self) self.__index = self o.world = world o:setPosition(o:follow()) o:setDestination(o:follow()) return o end -- Drawing offsets function Camera:getOffsets () return -self.x,-self.y end -- Position function Camera:setPosition (x, y) local x = x or 0 local y = y or 0 self.x, self.y = x, y end function Camera:getPosition () return self.x, self.y end function Camera:getPositionScaled () return self.x*self.scale, self.y*self.scale end -- Destination function Camera:setDestination (x, y) local x = x or 0 local y = y or 0 self.dest_x, self.dest_y = x, y end function Camera:getDestination () return self.dest_x, self.dest_y end -- Translate points function Camera:translatePosition(x, y) local x = x or 0 local y = y or 0 return (x-self.x)*self.scale, (y-self.y)*self.scale end function Camera:translatePoints(...) local a = {...} local r = {} local x,y = self:getOffsets() for k,v in pairs(a) do if k%2 == 1 then table.insert(r, (v + x) * self.scale) else table.insert(r, (v + y) * self.scale) end end return r end -- Shake it -- Really bad script, but for now it works function Camera:shake () if self.shake_x == 0 then self.shake_x = math.random(-10, 10) * 2 elseif self.shake_x > 0 then self.shake_x = math.random(-10, -1) * 2 elseif self.shake_x < 0 then self.shake_x = math.random(10, 1) * 2 end if self.shake_y == 0 then self.shake_y = math.random(-10, 10) * 2 elseif self.shake_y > 0 then self.shake_y = math.random(-10, -1) * 2 elseif self.shake_y < 0 then self.shake_y = math.random(10, 1) * 2 end local x = self.origin_x + self.shake_x local y = self.origin_y + self.shake_y self:setDestination(x, y) end function Camera:startShake () self.timer = 0.3 self.origin_x, self.origin_y = self:getPosition() end -- Move follow function Camera:follow () local map = self.world.map local sum_x,sum_y,i = map.center_x, map.center_y, 1 for k,naut in pairs(self.world.Nauts) do local naut_x,naut_y = naut:getPosition() if math.abs(naut_x - map.center_x) < map.width/2 and math.abs(naut_y - map.center_y) < map.height/2 then i = i + 1 sum_x = naut_x + sum_x sum_y = naut_y + sum_y end end local x = sum_x / i - love.graphics.getWidth()/self.scale/2 local y = sum_y / i - love.graphics.getHeight()/self.scale/2 + 4*self.scale -- hotfix return x,y end -- Update function Camera:update (dt) if self.timer > 0 then self.timer = self.timer - dt if self.delay <= 0 then self:shake() self.delay = 0.02 else self.delay = self.delay - dt end else self:setDestination(self:follow()) end local dx, dy = self:getDestination() dx = (dx - self.x) * 6 * dt dy = (dy - self.y) * 6 * dt self:setPosition(self.x + dx, self.y + dy) end