--- Used in drawing other stuff in places. Camera = require "not.Object":extends() -- TODO: Camera would really make use of vec2s (other classes would use them too). function Camera:new (world) self.world = world self.x = 0 self.y = 0 self.dest_y = 0 self.dest_x = 0 self.timer = 0 self.delay = 0 self.origin_x = 0 self.origin_y = 0 self.shake_x = 0 self.shake_y = 0 self:setPosition(self:follow()) self:setDestination(self:follow()) end function Camera:translate () love.graphics.push() love.graphics.translate(-self.x*getScale(), -self.y*getScale()) end function Camera:pop () love.graphics.pop() end 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*getScale(), self.y*getScale() end 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 function Camera:translatePosition (x, y) local x = x or 0 local y = y or 0 return (x-self.x)*getScale(), (y-self.y)*getScale() 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) * getScale()) else table.insert(r, (v + y) * getScale()) 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 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:getNautsAll()) 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()/getScale()/2 local y = sum_y / i - love.graphics.getHeight()/getScale()/2 + 4*getScale() -- hotfix return x,y end 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