80 lines
1.9 KiB
Lua
80 lines
1.9 KiB
Lua
Camera = {
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pos = Point:new(0, 0),
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width = 0,
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height = 0,
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speed = 4,
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}
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function Camera:followPlayer(player)
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-- make sure we have the Point metatable self:moveTowards(pos)
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local pos = Point.copy(player.pos)
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local room = player:getCollidingAt(pos.x,pos.y,LoadedObjects.Rooms)
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self:moveTowards(self:confineTo(room, pos))
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end
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function Camera:confineTo(box, pos)
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if box == nil then
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--frameDebug("not in a room")
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return pos
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end
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--frameDebug("in a room")
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local w = self.width/game.scale
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local h = self.height/game.scale
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local npos = pos - self:centerOffset()
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-- bottom edge
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npos.y = math.min(npos.y+h, box.to.y)-h
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-- right edge
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npos.x = math.min(npos.x+w, box.to.x)-w
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-- top edge
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npos.y = math.max(npos.y, box.from.y)
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-- left edge
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npos.x = math.max(npos.x, box.from.x)
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return npos + self:centerOffset()
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end
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function Camera:confineToLevel()
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self.pos.x = math.max(0,math.min(self.pos.x,LevelData.Width-self.width/game.scale))
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self.pos.y = math.max(0,math.min(self.pos.y,LevelData.Height-self.height/game.scale))
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end
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function Camera:moveTowards(pt)
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--local pt = Point:new(x,y)
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local diff = pt - self:center()
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local dist = diff:abs()
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local npos
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if dist < self.speed then
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npos = pt
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else
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frameDebug("camera at speed limit")
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npos = self:center() + diff * (self.speed/dist)
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frameDebug("dist = "..dist..", npos = "..tostring(npos))
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end
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self:positionCenterAt(npos.x, npos.y)
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end
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function Camera:size()
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return Point:new(self.width, self.height)
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end
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function Camera:centerOffset()
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return self:size()/game.scale/2
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end
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function Camera:center()
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return self.pos + self:centerOffset()
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end
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function Camera:positionCenterAt(x,y)
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self.pos.x = x-self.width/game.scale/2
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self.pos.y = y-self.height/game.scale/2
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--self:ConfineToLevel()
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end
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function Camera:positionAt(x,y)
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self.pos.x = math.floor((x/self.width)*self.width)
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self.pos.y = math.floor((y/self.height)*self.height)
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end
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