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- extends Node2D
- onready var cam = $MainCamera
- onready var level = $Grid
- var dist_max = 900
- var zoom_rate = 0.001
- var playerScene = preload("res://Player.tscn")
- func _ready():
- var player
- # Player 1
- player = playerScene.instance()
- player.grid = level
- player.turn_left_action = "player_1_turn_left"
- player.turn_right_action = "player_1_turn_right"
- player.position = Vector2(4 * 64 + 32, 8 * 64 + 32)
- add_child(player)
- # Player 2
- player = playerScene.instance()
- player.grid = level
- player.turn_left_action = "player_2_turn_left"
- player.turn_right_action = "player_2_turn_right"
- player.position = Vector2(6 * 64 + 32, 8 * 64 + 32)
- add_child(player)
-
- # TODO Timer
- get_tree().call_group("players", "_on_game_start")
- func _process(_d):
- move_camera()
- func move_camera():
- var living = get_tree().get_nodes_in_group("living")
- if living.size() == 0:
- # Show every players
- var players = get_tree().get_nodes_in_group("players")
- center_on(players)
- else:
- # Show remaining players only
- center_on(living)
- func center_on(players):
- var position_accumulator = Vector2(0.0, 0.0)
- for p in players:
- position_accumulator += p.position
- cam.position = position_accumulator / players.size()
- var dist = 0
- for i in range(players.size() - 1):
- for j in range(i + 1, players.size()):
- dist = max(dist, players[i].position.distance_to(players[j].position))
- # Extend camera zoom if liners are far from each other
- var zoom = 1.0
- if dist > dist_max:
- zoom += (dist - dist_max) * zoom_rate
- cam.zoom = Vector2(zoom, zoom)
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