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--- Used in drawing other stuff in places.
Camera = require "not.Object":extends()
Camera.SHAKE_LENGTH = 0.6
Camera.SHAKE_INTERVAL = 0.03
-- TODO: Camera would really make use of vec2s (other classes would use them too).
function Camera:new (x, y, world)
self.world = world
self:setPosition(x, y)
self:resetSum()
self:initShake()
end
function Camera:initShake ()
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:getShakeScaled()
love.graphics.push()
love.graphics.translate(160*getScale() - x - dx, 100*getScale() - 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: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 = 50 * 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:getShake ()
local radius = self.shakeShift.radius
local theta = self.shakeShift.theta * math.pi
return radius * math.cos(theta), radius * math.sin(theta)
end
function Camera:getShakeScaled ()
local x, y = self:getShake()
local scale = getScale()
return x * scale, y * scale
end
function Camera:resetSum ()
self.sumX = 0
self.sumY = 0
self.sumI = 0
end
function Camera:sum (x, y)
local map = self.world.map
if math.abs(x - map.center.x) < map.width/2 and
math.abs(y - map.center.y) < map.height/2 then
self.sumX = self.sumX + x
self.sumY = self.sumY + y
self.sumI = self.sumI + 1
end
end
function Camera:getSumPostion ()
if self.sumI > 0 then
return self.sumX / self.sumI, self.sumY / self.sumI
end
return 0, 0
end
function Camera:step (dt)
local x, y = self:getSumPostion()
local dx, dy = (x - self.x), (y - self.y)
if math.abs(dx) > 0.4 or math.abs(dy) > 0.4 then
x = self.x + (x - self.x) * dt * 6
y = self.y + (y - self.y) * dt * 6
end
self:setPosition(x, y)
end
function Camera:update (dt)
self:step(dt)
self:shake(dt)
self:resetSum()
end
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