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- class_name CameraHandler
- extends Node2D
- @onready var last_position = global_position
- @export var camera: Camera2D = null
- @export var camera_center_joint: Node2D = null
- var camera_position := Vector2.ZERO
- var camera_offset := Vector2(8, 0)
- var camera_right_limit := 9999999
- var player_offset := 0.0
- var can_scroll_left := true
- var can_scroll_right := true
- static var cam_locked := false
- var scrolling := false
- var cam_direction := 1
- func _exit_tree() -> void:
- cam_locked = false
- func _physics_process(delta: float) -> void:
- handle_camera(delta)
- last_position = global_position
- func handle_camera(delta: float) -> void:
-
- can_scroll_left = camera_position.x + camera_offset.x > -255
- can_scroll_right = camera_position.x + camera_offset.x < camera_right_limit - 1
-
- if ["Pipe", "Climb", "FlagPole"].has(owner.state_machine.state.name):
- handle_vertical_scrolling(delta)
- do_limits()
- camera.global_position = camera_position + camera_offset
- return
-
- if not cam_locked:
- handle_horizontal_scrolling(delta)
- handle_vertical_scrolling(delta)
- handle_offsets(delta)
-
- do_limits()
- camera.global_position = camera_position + camera_offset
- update_camera_barriers()
- func update_camera_barriers() -> void:
- if get_viewport() != null:
- camera_center_joint.global_position = get_viewport().get_camera_2d().get_screen_center_position()
- camera_center_joint.get_node("LeftWall").position.x = -(get_viewport_rect().size.x / 2)
- camera_center_joint.get_node("RightWall").position.x = (get_viewport_rect().size.x / 2)
- func handle_horizontal_scrolling(delta: float) -> void:
- scrolling = false
- var true_velocity = (global_position - last_position) / delta
- var true_vel_dir = sign(true_velocity.x)
- if (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
- true_vel_dir = 0
- true_velocity.x = 0
- ## RIGHT MOVEMENT
- if true_vel_dir == 1 and can_scroll_right:
- cam_direction = 1
- if global_position.x >= camera_position.x:
- var offset = 0
- scrolling = true
- if camera_position.x <= global_position.x - 4:
- offset = camera_position.x - global_position.x + abs(true_velocity.x * delta)
- camera_position.x = global_position.x + offset
- elif global_position.x >= camera_position.x - get_viewport_rect().size.x / 8:
- if true_velocity.x > 75:
- camera_position.x += true_velocity.x * delta / 2
- else:
- camera_position.x += true_velocity.x * delta
-
- ## LEFT MOVEMENT
- elif true_vel_dir == -1 and can_scroll_left and Global.current_level.can_backscroll:
- cam_direction = -1
- if global_position.x <= camera_position.x:
- scrolling = true
- var offset = 0
- if camera_position.x >= global_position.x + 4:
- offset = camera_position.x - global_position.x - abs(true_velocity.x * delta)
- camera_position.x = global_position.x + offset
- elif global_position.x <= camera_position.x + get_viewport_rect().size.x / 4:
- if true_velocity.x < -75:
- camera_position.x += true_velocity.x * delta / 2
- else:
- camera_position.x += true_velocity.x * delta
- func handle_vertical_scrolling(_delta: float) -> void:
- ## VERTICAL MOVEMENT
- if global_position.y < camera_position.y and owner.is_on_floor():
- camera_position.y = move_toward(camera_position.y, global_position.y, 3)
- elif global_position.y < camera_position.y - 64:
- camera_position.y = global_position.y + 64
- elif global_position.y > camera_position.y + 32:
- camera_position.y = global_position.y - 32
- func tween_ahead() -> void:
- if scrolling == false: return
- await get_tree().create_timer(0.25).timeout
- var tween = create_tween()
- tween.tween_property(self, "camera_position:x", camera_position.x + (32 * cam_direction), 0.25)
- func recenter_camera() -> void:
- camera_position = global_position
- last_position = camera_position
- camera_position += camera_offset
- do_limits()
- camera.global_position = camera_position
- func handle_offsets(delta: float) -> void:
- var true_velocity = (global_position - last_position) / delta
- var true_vel_dir = sign(true_velocity.x)
- if owner.velocity.x == 0 or (owner.is_on_wall() and owner.direction == -owner.get_wall_normal().x):
- true_vel_dir = 0
- true_velocity.x = 0
- if Global.current_level.can_backscroll:
- if true_vel_dir != 0 and abs(true_velocity.x) > 80:
- if abs(camera_position.x - global_position.x) <= 64:
- camera_offset.x = move_toward(camera_offset.x, 8 * true_vel_dir, abs(true_velocity.x) / 200)
- else:
- camera_offset.x = 8
- func do_limits() -> void:
- camera_right_limit = clamp(Player.camera_right_limit, -256 + (get_viewport().get_visible_rect().size.x), INF)
- camera_position.x = clamp(camera_position.x, point_to_camera_limit(-256 - camera_offset.x, -1), point_to_camera_limit(camera_right_limit - camera_offset.x, 1))
- camera_position.y = clamp(camera_position.y, point_to_camera_limit_y(Global.current_level.vertical_height, -1), point_to_camera_limit_y(32, 1))
- var wall_enabled := true
- if is_instance_valid(Global.level_editor):
- if Global.level_editor.playing_level == false:
- wall_enabled = false
- $"../CameraCenterJoint/LeftWall".set_collision_layer_value(1, wall_enabled)
- var level_exit = false
- if owner.state_machine != null:
- level_exit = owner.state_machine.state.name == "LevelExit"
- $"../CameraCenterJoint/RightWall".set_collision_layer_value(1, wall_enabled and level_exit == false)
-
- func point_to_camera_limit(point := 0, point_dir := -1) -> float:
- return point + ((get_viewport_rect().size.x / 2.0) * -point_dir)
- func point_to_camera_limit_y(point := 0, point_dir := -1) -> float:
- return point + ((get_viewport_rect().size.y / 2.0) * -point_dir)
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