its coming together

This commit is contained in:
Tabby 2025-06-29 16:25:51 +10:00
parent 3e0e23c28c
commit 1dadffeac4
11 changed files with 290 additions and 28 deletions

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@ -1,27 +1,44 @@
[gd_scene load_steps=4 format=3 uid="uid://biu528mgexdyp"] [gd_scene load_steps=7 format=3 uid="uid://biu528mgexdyp"]
[ext_resource type="Texture2D" uid="uid://cdw1vlidvg2yt" path="res://Sprites/Cyclone.png" id="1_1wkcu"] [ext_resource type="Texture2D" uid="uid://cdw1vlidvg2yt" path="res://Sprites/Cyclone.png" id="1_1wkcu"]
[ext_resource type="Texture2D" uid="uid://b48ofysofsffi" path="res://icon.svg" id="1_2uw02"] [ext_resource type="Texture2D" uid="uid://b48ofysofsffi" path="res://icon.svg" id="1_2uw02"]
[ext_resource type="Script" uid="uid://u353j4q7l26d" path="res://cyclone.gd" id="1_xr6w1"] [ext_resource type="Script" uid="uid://u353j4q7l26d" path="res://cyclone.gd" id="1_xr6w1"]
[ext_resource type="Script" uid="uid://b1w10iwwhm5bj" path="res://addons/Fantail-Interactive.top_down_camera/td_camera_2d.gd" id="4_u230a"]
[sub_resource type="CircleShape2D" id="CircleShape2D_xr6w1"]
radius = 32.0
[sub_resource type="RectangleShape2D" id="RectangleShape2D_xr6w1"]
size = Vector2(674, 28)
[node name="2dWorld" type="Node2D"] [node name="2dWorld" type="Node2D"]
[node name="WorldMap" type="Sprite2D" parent="."] [node name="WorldMap" type="Sprite2D" parent="."]
modulate = Color(1.8049e-07, 0.391665, 0.150329, 1)
position = Vector2(589, 319) position = Vector2(589, 319)
scale = Vector2(5, 5) scale = Vector2(5, 5)
texture = ExtResource("1_2uw02") texture = ExtResource("1_2uw02")
[node name="Cyclone" type="Node2D" parent="." node_paths=PackedStringArray("sprite", "label", "wind_speed_label")] [node name="Cyclone" type="RigidBody2D" parent="." node_paths=PackedStringArray("sprite", "label", "wind_speed_label", "line")]
position = Vector2(572, 229) position = Vector2(572, 229)
gravity_scale = 0.0
lock_rotation = true
script = ExtResource("1_xr6w1") script = ExtResource("1_xr6w1")
sprite = NodePath("Sprite2D") sprite = NodePath("Sprite2D")
label = NodePath("cLabel") label = NodePath("cLabel")
wind_speed_label = NodePath("wsLabel") wind_speed_label = NodePath("wsLabel")
line = NodePath("Line2D")
[node name="Sprite2D" type="Sprite2D" parent="Cyclone"] [node name="Sprite2D" type="Sprite2D" parent="Cyclone"]
scale = Vector2(0.2, 0.2) scale = Vector2(0.2, 0.2)
texture = ExtResource("1_1wkcu") texture = ExtResource("1_1wkcu")
[node name="Line2D" type="Line2D" parent="Cyclone"]
position = Vector2(-572, -229)
width = 2.0
default_color = Color(0.656747, 0, 0.0830602, 1)
joint_mode = 2
[node name="cLabel" type="Label" parent="Cyclone"] [node name="cLabel" type="Label" parent="Cyclone"]
offset_left = -21.0 offset_left = -21.0
offset_top = -11.0 offset_top = -11.0
@ -42,32 +59,50 @@ text = "1"
horizontal_alignment = 1 horizontal_alignment = 1
vertical_alignment = 1 vertical_alignment = 1
[node name="Timer" type="Timer" parent="Cyclone"] [node name="changeTimer" type="Timer" parent="Cyclone"]
wait_time = 5.0 wait_time = 5.0
autostart = true autostart = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Cyclone"]
shape = SubResource("CircleShape2D_xr6w1")
[node name="newPointTimer" type="Timer" parent="Cyclone"]
wait_time = 0.5
autostart = true
[node name="Background" type="CanvasLayer" parent="."] [node name="Background" type="CanvasLayer" parent="."]
layer = -1 layer = -1
[node name="UI" type="Control" parent="Background"] [node name="wall" type="StaticBody2D" parent="."]
layout_mode = 3 position = Vector2(581, -12)
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="Background/UI"] [node name="CollisionShape2D" type="CollisionShape2D" parent="wall"]
layout_mode = 0 shape = SubResource("RectangleShape2D_xr6w1")
offset_right = 40.0
offset_bottom = 40.0
[node name="LoadImage" type="Button" parent="Background/UI/VBoxContainer"] [node name="wall2" type="StaticBody2D" parent="."]
layout_mode = 2 position = Vector2(592, 647)
text = "Load Image"
[node name="Spawn" type="Button" parent="Background/UI/VBoxContainer"] [node name="CollisionShape2D" type="CollisionShape2D" parent="wall2"]
layout_mode = 2 shape = SubResource("RectangleShape2D_xr6w1")
text = "Spawn Cyclone"
[connection signal="timeout" from="Cyclone/Timer" to="Cyclone" method="_on_timer_timeout"] [node name="wall3" type="StaticBody2D" parent="."]
position = Vector2(259, 317)
rotation = 1.5708
[node name="CollisionShape2D" type="CollisionShape2D" parent="wall3"]
shape = SubResource("RectangleShape2D_xr6w1")
[node name="wall4" type="StaticBody2D" parent="."]
position = Vector2(909, 326)
rotation = 1.5708
[node name="CollisionShape2D" type="CollisionShape2D" parent="wall4"]
shape = SubResource("RectangleShape2D_xr6w1")
[node name="TDCamera2D" type="Camera2D" parent="."]
position = Vector2(579, 330)
script = ExtResource("4_u230a")
metadata/_custom_type_script = "uid://b1w10iwwhm5bj"
[connection signal="timeout" from="Cyclone/changeTimer" to="Cyclone" method="_on_timer_timeout"]
[connection signal="timeout" from="Cyclone/newPointTimer" to="Cyclone" method="_on_new_point_timer_timeout"]

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@ -0,0 +1,9 @@
# Top Down Camera
This addon aims to provide a general purposed 2D camera for use in top-down games where the mouse is used to move the pan and zoom the camera. Ideal for strategy/simulation games
# Installation
Install from the AssetLib or download archive from [Github releases](https://github.com/TimCoraxAudio/top_down_camera/releases) and extract `addons` directory to
your project directory. Activate plugin in `Project``Project Settings``Plugins`
# Usage
The node comes with (hopefully) plenty of built-in documentation. Please reach out if something is missing

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://can5lubu4sv0o"
path="res://.godot/imported/icon.png-51d88dd58ca6134a790389f43b8f17f3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/Fantail-Interactive.top_down_camera/icon.png"
dest_files=["res://.godot/imported/icon.png-51d88dd58ca6134a790389f43b8f17f3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@ -0,0 +1,6 @@
[plugin]
name="Top Down Camera"
description="A top-down 2D camera."
author="Fantail Interactive"
version="1.0"
script="plugin.gd"

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@ -0,0 +1,9 @@
@tool
extends EditorPlugin
func _enter_tree():
add_custom_type("TDCamera2D", "Camera2D", preload("td_camera_2d.gd"), null)
func _exit_tree():
remove_custom_type("TDCamera2D")

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@ -0,0 +1 @@
uid://c7paptfc4q1ft

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@ -0,0 +1,129 @@
extends Camera2D
## Scroll by using ui direction actions
@export var keyboard_pan := true
@export_group("Keyboard Settings")
@export var move_left_action := "ui_left"
@export var move_right_action := "ui_right"
@export var move_up_action := "ui_up"
@export var move_down_action := "ui_down"
@export_group("")
## Scroll by clicking right mouse button
@export var mouse_drag_pan := true
@export_group("Drag Settings")
@export var drag_action := "drag_camera"
@export_group("")
## Scroll by moving mouse to the window edge
@export var mouse_edge_pan := false
@export var use_mouse_wheel := true
@export_group("Zoom Settings")
@export var min_zoom := 2.0
@export var max_zoom := 0.5
@export var zoom_speed := 0.1
@export var zoom_in_action := "zoom_in"
@export var zoom_out_action := "zoom_out"
@export_group("")
## How close should the mouse cursor be to the window edge (in pixels) before it starts
## to pan the camera
@export var edge_margin := 50
## Camera speed (pixels/s)
@export var pan_speed := 450
var prev_mouse_pos := Vector2.ZERO
var dragging := false
var move_left := false
var move_right := false
var move_up := false
var move_down := false
func _ready() -> void:
# We want the camera to move when we set position
set_drag_horizontal_enabled(false)
set_drag_vertical_enabled(false)
## Check for events detected by _unhandled_input and handle them
func _process(delta: float) -> void:
var motion := Vector2.ZERO
if keyboard_pan:
if move_left:
motion += Vector2.LEFT
if move_up:
motion += Vector2.UP
if move_right:
motion += Vector2.RIGHT
if move_down:
motion += Vector2.DOWN
var mouse_pos := get_local_mouse_position()
# Pan camera when the mouse has been moved to the window edges
if mouse_edge_pan:
var rect := get_viewport().get_visible_rect()
var margin_rect = rect.grow(-edge_margin)
margin_rect.position -= rect.size / 2
if not margin_rect.has_point(mouse_pos):
motion += margin_rect.get_center().direction_to(mouse_pos)
motion *= (pan_speed * (1 / zoom.x)) * delta / Engine.time_scale
if mouse_drag_pan and dragging:
motion = prev_mouse_pos - mouse_pos
# Update position of the camera.
position += motion
clamp_position_to_limits()
if use_mouse_wheel:
if Input.is_action_just_released(zoom_in_action):
zoom += Vector2(zoom_speed, zoom_speed)
if Input.is_action_just_released(zoom_out_action):
zoom -= Vector2(zoom_speed, zoom_speed)
zoom.x = clampf(zoom.x, max_zoom, min_zoom)
zoom.y = zoom.x
prev_mouse_pos = get_local_mouse_position()
## Check for any unhandled input events and take note of them
##
## We are taking press/release events and turning them into a flag of whether the
## button is being held down
##
## NOTE: This is done here to ensure that we only consume input events if no other node does.
## i.e. the camera won't move if the player is moving through menus
func _unhandled_input(event: InputEvent) -> void:
# TODO: Change to input action
#print(event)
if event.is_action(drag_action):
dragging = event.is_pressed()
return
# Transform a key change event into a "pressed" flag.
# We do it this way because we're checking against an InputEvent, not Input
if event.is_action_pressed(move_left_action):
move_left = true
if event.is_action_pressed(move_up_action):
move_up = true
if event.is_action_pressed(move_right_action):
move_right = true
if event.is_action_pressed(move_down_action):
move_down = true
if event.is_action_released(move_left_action):
move_left = false
if event.is_action_released(move_up_action):
move_up = false
if event.is_action_released(move_right_action):
move_right = false
if event.is_action_released(move_down_action):
move_down = false
## Clamp the camera position to within the camera limits
##
## This fixes an issue where the camera can get "stuck" when in corners. I assume this
## is due to stopping all movement when a limit is reached
func clamp_position_to_limits() -> void:
var view_size := get_viewport().get_visible_rect ().size * get_zoom().x
var half_width := view_size.x / 2.0
var half_height := view_size.y / 2.0
position.x = clampf(position.x, limit_left + half_width, limit_right - half_width)
position.y = clampf(position.y, limit_top + half_height, limit_bottom - half_height)

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@ -0,0 +1 @@
uid://b1w10iwwhm5bj

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@ -1,13 +1,16 @@
extends Node2D extends RigidBody2D
@export var sprite : Sprite2D @export var sprite : Sprite2D
@export var label : Label @export var label : Label
@export var wind_speed_label : Label @export var wind_speed_label : Label
@export var line : Line2D
var wind_speed : float = 30 var wind_speed : float = 30
#var move_speed : float = 20 #var move_speed : float = 20
var wind_acceleration : float = 0.2 var wind_acceleration : float = 0.2
var wind_change : float = 0.2 var wind_change : float = 0.2
var wind_penalty : float = 0
var sprite_spin : float = 40
var move_acceleration : Vector2 = Vector2(0,0) var move_acceleration : Vector2 = Vector2(0,0)
var move_change : Vector2 = Vector2(0,0) var move_change : Vector2 = Vector2(0,0)
@ -21,20 +24,28 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
label.text = get_category() label.text = get_category()
sprite.self_modulate = Color(1,1,1, clamp(wind_speed/20,0,1) )
wind_speed_label.text = str(round(wind_speed*10)/10) wind_speed_label.text = str(round(wind_speed*10)/10)
sprite.rotation_degrees += 40 * delta sprite.rotation_degrees += sprite_spin * delta
if wind_speed <= 0: if wind_speed <= 0:
end_cyclone() end_cyclone()
wind_acceleration += wind_change * delta wind_acceleration += wind_change * delta
wind_acceleration = clampf(wind_acceleration, -5, 5) wind_acceleration = clampf(wind_acceleration, -5, 5)
wind_speed += wind_acceleration * delta wind_speed += wind_acceleration * delta
if wind_speed > 140:
wind_penalty = (wind_speed-140)/140 * delta * 150
wind_speed -= wind_penalty * delta
move_acceleration += move_change * delta move_acceleration += move_change * delta
move_acceleration.x = clampf(move_acceleration.x, -5, 5) move_acceleration.x = clampf(move_acceleration.x, -5, 5)
move_acceleration.y = clampf(move_acceleration.y, -5, 5) move_acceleration.y = clampf(move_acceleration.y, -5, 5)
velocity += move_acceleration * delta apply_force(move_acceleration * delta * 10)
velocity.x = clampf(velocity.x, -3, 3) #linear_velocity += move_acceleration * delta
velocity.y = clampf(velocity.y, -3, 3) #linear_velocity.x = clampf(velocity.x, -3, 3)
position += velocity * delta #linear_velocity.y = clampf(velocity.y, -3, 3)
#position += velocity * delta
sprite_spin = clampf((wind_speed/250) * 180, 0, 9999)
line.global_position = Vector2(0,0)
func do_something(): func do_something():
@ -43,24 +54,36 @@ func do_something():
pass pass
func end_cyclone(): func end_cyclone():
line.reparent(get_tree().get_root())
queue_free() queue_free()
func get_category() -> String: func get_category() -> String:
if wind_speed >= 250: if wind_speed >= 250:
sprite.modulate = Color.DEEP_PINK
return "5" return "5"
elif wind_speed >= 210: elif wind_speed >= 210:
sprite.modulate = Color.RED
return "4" return "4"
elif wind_speed >= 178: elif wind_speed >= 178:
sprite.modulate = Color.ORANGE_RED
return "3" return "3"
elif wind_speed >= 154: elif wind_speed >= 154:
sprite.modulate = Color.ORANGE
return "2" return "2"
elif wind_speed >= 119: elif wind_speed >= 119:
sprite.modulate = Color.YELLOW
return "1" return "1"
elif wind_speed >= 63: elif wind_speed >= 63:
sprite.modulate = Color.LIME_GREEN
return "TS" return "TS"
else: else:
sprite.modulate = Color.DODGER_BLUE
return "TD" return "TD"
func _on_timer_timeout() -> void: func _on_timer_timeout() -> void:
do_something() do_something()
func _on_new_point_timer_timeout() -> void:
line.add_point(global_position)

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@ -17,7 +17,7 @@ config/icon="res://icon.svg"
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/Free fly camera/plugin.cfg") enabled=PackedStringArray("res://addons/Fantail-Interactive.top_down_camera/plugin.cfg")
[input] [input]
@ -61,6 +61,21 @@ move_down={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
] ]
} }
drag_camera={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(143, 27),"global_position":Vector2(152, 75),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
zoom_in={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":8,"position":Vector2(443, 28),"global_position":Vector2(452, 76),"factor":1.0,"button_index":4,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
zoom_out={
"deadzone": 0.2,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":16,"position":Vector2(129, 16),"global_position":Vector2(138, 64),"factor":1.0,"button_index":5,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[rendering] [rendering]