1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
|
--- Used in drawing other stuff in places.
Camera = require "not.Object":extends()
Camera.SHAKE_LENGTH = 0.8
Camera.SHAKE_INTERVAL = 0.04
-- 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.origin_x = 0
self.origin_y = 0
self:setPosition(self:follow())
self:setDestination(self:follow())
self.shakeTime = 0
self.shakeInterval = 0
self.shakeShift = {
theta = love.math.random() * 2,
radius = 0
}
end
function Camera:translate ()
local x, y = self:getPositionScaled()
local dx, dy = self:getShakeShift()
love.graphics.push()
love.graphics.translate(-x - dx, -y - dy)
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 ()
local scale = getScale()
return self.x * scale, self.y * scale
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 = 0,0
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
function Camera:startShake ()
self.shakeTime = Camera.SHAKE_LENGTH
end
local
function limit (theta)
if theta > 2 then
return limitAngle(theta - 2)
end
if theta < 0 then
return limitAngle(theta + 2)
end
return theta
end
-- TODO: Magic numbers present in Camera's shake.
function Camera:shake (dt)
if self.shakeTime > 0 then
self.shakeTime = self.shakeTime - dt
if self.shakeInterval < 0 then
self.shakeShift.theta = self.shakeShift.theta - 1.3 + love.math.random() * 0.6
self.shakeShift.radius = 80 * self.shakeTime
self.shakeInterval = Camera.SHAKE_INTERVAL
else
self.shakeShift.radius = self.shakeShift.radius * 0.66
self.shakeInterval = self.shakeInterval - dt
end
if self.shakeTime < 0 then
self.shakeShift.radius = 0
end
end
end
function Camera:getShakeShift ()
local radius = self.shakeShift.radius
local theta = self.shakeShift.theta * math.pi
return radius * math.cos(theta), radius * math.sin(theta)
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)
self:shake(dt)
self:setDestination(self:follow())
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
|