extends Camera2D # Handle zoom and move for player tracking export var zoom_border = 100 var zoom_rate:float var dist_max_x:float var dist_max_y:float var view:Viewport func _ready(): view = get_tree().root view.connect("size_changed", self, "_on_size_changed") update_zoom_reference() func _process(_d): move() func move(): if !get_tree().has_group("players"): return var running if get_tree().has_group("running"): running = get_tree().get_nodes_in_group("running") if !running or running.size() == 0: # Show every players var players = get_tree().get_nodes_in_group("players") center_on(players) else: # Show remaining players only center_on(running) func center_on(players): var position_accumulator = Vector2(0.0, 0.0) for p in players: position_accumulator += p.position position = position_accumulator / players.size() # Compute axis aligned distances var dist_x = 0 var dist_y = 0 for i in range(players.size() - 1): for j in range(i + 1, players.size()): dist_x = max(dist_x, abs(players[i].position.x - players[j].position.x)) dist_y = max(dist_y, abs(players[i].position.y - players[j].position.y)) # Extend camera zoom if liners are far from each other var new_zoom = 1.0 if dist_x > dist_max_x: new_zoom += (dist_x - dist_max_x) * zoom_rate if dist_y > dist_max_y: new_zoom = max(new_zoom, 1.0 + (dist_y - dist_max_y) * zoom_rate) zoom = Vector2(new_zoom, new_zoom) func update_zoom_reference(): dist_max_x = view.size.x - 2 * zoom_border dist_max_y = view.size.y - 2 * zoom_border zoom_rate = 1.0 / min(dist_max_x, dist_max_y) func _on_size_changed(): update_zoom_reference()