hero-mark-2/objects/camera.gd

61 lines
2.4 KiB
GDScript

extends Camera2D
onready var player = get_tree().get_nodes_in_group("player").front()
onready var last_sector = Game.get_sector(player.global_position + Vector2(0.0, -5.0))
onready var off_level_indicator = $OffLevelIndicator
onready var msx_off_level_indicator = $MsxOffLevelIndicator
#Scroll direction
export var scroll_h = true
export var scroll_v = false
export var respawn_h = true
var msx = null
var msx_exists = false
func _ready():
set_as_toplevel(true)
Game.current_sector = last_sector
yield(get_tree(), "idle_frame")
if get_tree().get_nodes_in_group("msx").size() > 0:
msx = get_tree().get_nodes_in_group("msx").pop_front()
msx_exists = true
func _process(delta):
# use pop_front() instead of [0] so that will not crash without player
if not is_instance_valid(player):
player = get_tree().get_nodes_in_group("player").pop_front()
else:
var current_sector = Game.get_sector(player.global_position + Vector2(0.0, -5.0))
if scroll_h && current_sector.x != last_sector.x:
position.x = current_sector.x * Game.RESOLUTION.x
if respawn_h:
# TODO: decide whether to use offset with horizontal respawn
# var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0)
Game.respawn_point = player.global_position
last_sector.x = current_sector.x
if scroll_v && current_sector.y != last_sector.y:
position.y = current_sector.y * Game.RESOLUTION.y
last_sector.y = current_sector.y
Game.current_sector = last_sector
#Off level indicator
if player.global_position.y - global_position.y <= 16.0:
off_level_indicator.visible = true
off_level_indicator.global_position.x = player.global_position.x
else:
off_level_indicator.visible = false
#Ms.X off level indicator
if msx_exists:
if is_instance_valid(msx) and msx.get_parent().is_free:
msx_off_level_indicator.visible = true
var msx_sector = Game.get_sector(msx.global_position)
if msx_sector == current_sector:
msx_off_level_indicator.anims.play("onscreen")
if msx_sector < current_sector:
msx_off_level_indicator.position.y = msx.global_position.y
msx_off_level_indicator.position.x = 16
msx_off_level_indicator.anims.play("left")
if msx_sector > current_sector:
msx_off_level_indicator.position.y = msx.global_position.y
msx_off_level_indicator.position.x = 240
msx_off_level_indicator.anims.play("right")
else:
msx_off_level_indicator.visible = false