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-- `Camera`
-- Used in drawing.
-- Metatable of `Camera`
Camera = {
x = 0,
y = 0,
dest_x = 0,
dest_y = 0,
scale = 4,
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
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 m = self.world.map
local x,y,i = m.center_x, m.center_y, 1
for k,point in pairs(self.world.Nauts) do
if point.body:getX() > m.center_x - m.width/2 and point.body:getX() < m.center_x + m.width/2 and
point.body:getY() > m.center_y - m.height/2 and point.body:getY() < m.center_y + m.height/2 then
i = i + 1
x = point.body:getX() + x
y = point.body:getY() + y
end
end
x = x / i - love.graphics.getWidth()/2/self.scale
y = y / i - love.graphics.getHeight()/2/self.scale
self:setDestination(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: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
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