add camera zoom lookahead
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3c66799413
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b1789e7e19
3 changed files with 64 additions and 68 deletions
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@ -156,16 +156,6 @@ func get_input():
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else:
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steer_direction=0 #drive straight
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# Manual steering here
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'''
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var turn = 0
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if Input.is_action_pressed("ui_right"):
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turn += 1
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if Input.is_action_pressed("ui_left"):
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turn -= 1
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if turn!=0:
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steer_direction = turn*deg_to_rad(steering_angle)
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'''
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if running:
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@ -218,9 +208,10 @@ func calculate_steering(delta:float):
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func getRound():
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var i=getNextCPindex()/checkpoints.size()
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print("Round="+str(i)+" cpindex="+str(getNextCPindex())+" size="+str(checkpoints.size()))
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return i
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func check_markers():
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if ray_cast_car.is_colliding():
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#print("Marker: "+str(ray_cast_car.get_collider()))
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@ -244,8 +235,8 @@ func check_markers():
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if checkpoint_i>=0 and nextcp_i>=0: #found and there is a next checkpoint time free
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if (nextcp_i%checkpoints.size())==checkpoint_i: #this cp is next cp
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checkpointtimes[nextcp_i]=Gamestate.getTimeElapsed()
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print("Player "+str(playerid)+" Checkpoint "+str(ray_cast_car.get_collider().name))
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print("New CP array "+str(checkpointtimes))
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#print("Player "+str(playerid)+" Checkpoint "+str(ray_cast_car.get_collider().name))
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#print("New CP array "+str(checkpointtimes))
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func constrain(val,a,b):
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var vmin=min(a,b)
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@ -9,6 +9,10 @@ func getSpeed() -> float:
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func getPosition():
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return cbcar.position
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func getPositionLookahead(t:float):
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#return position of car in t seconds
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return getPosition()+cbcar.velocity*t
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func setPosition(p:Vector2):
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cbcar.position=p
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@ -14,13 +14,14 @@ extends Node2D
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const caroffset= 32+4 #space cars on start line
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var viewCarMargin=Vector2(0.6,0.6) #1=zoom out full speed when car is at border. 0.9 zoom out full speed when car is 10% away from border
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var viewCarMargin=Vector2(0.7,0.7) #1=zoom out full speed when car is at border. 0.9 zoom out full speed when car is 10% away from border
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var viewCarMargin_zoomstart=viewCarMargin-Vector2(0.2,0.2) #start zooming
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var viewCarMargin_zoombackup=viewCarMargin_zoomstart-Vector2(0.1,0.1) #start zooming back in
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var zoomspeed=0.5
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var zoomspeed_backup=0.1 #relative to screen size
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var zoom_normal=1.5
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const CAMERA_POSITION_SPEED=0.02 #0.0 - 1.0, higher=faster
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var camera_zoom_out_lookahead_time=1 #predicted position of car in t seconds for camera coverage. greater value=earlier zoom out and movement of camera
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var running=false
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@ -70,6 +71,29 @@ func _process(delta: float) -> void:
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if !countdown.is_stopped():
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countdown_label.text=str(round(countdown.time_left))
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updateCameraMovement(delta)
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#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewCarMargin_zoomstart)+" zoomspeed="+str(mapped_zoomspeed)
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#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewsize)+" zoomspeed="+str(mapped_zoomspeed)
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$hud/timer.text=str(round(Gamestate.getTimeElapsed()*1000)/1000.0)
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if game_ended:
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var anyplayerkeypressed=false
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var id=0
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for p in Gamestate.getPlayers():
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if Input.is_action_pressed(Gamestate.userinput_prefix+str(id)):
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anyplayerkeypressed=true
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id+=1
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if anyplayerkeypressed and timer_close.time_left<time_close_keypressed:
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timer_close.wait_time=time_close_keypressed #set time back
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timer_close.stop() #prepare for restarting at this time
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if !anyplayerkeypressed and timer_close.is_stopped():
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timer_close.start() #start timer when no key is pressed
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func updateCameraMovement(delta: float):
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var cars=cars.get_children()
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var displayedCarCount=0
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var maxCarSpeed=0
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@ -84,18 +108,16 @@ func _process(delta: float) -> void:
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for c in cars:
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if !c.hasFinished() or !oneDriving:
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var carpos = c.getPosition()
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var carposLookahead= c.getPositionLookahead(camera_zoom_out_lookahead_time)
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$hud/debuglabel.text=""+str(carpos)+"\n"+str(carposLookahead)
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maxCarSpeed=max(maxCarSpeed,c.getSpeed())
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if displayedCarCount==0:
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minPos.x=carpos.x
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minPos.y=carpos.y
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maxPos.x=carpos.x
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maxPos.y=carpos.y
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minPos=carpos.min(carposLookahead)
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maxPos=carpos.max(carposLookahead)
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else:
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minPos.x=min(minPos.x,carpos.x)
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minPos.y=min(minPos.y,carpos.y)
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maxPos.x=max(maxPos.x,carpos.x)
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maxPos.y=max(maxPos.y,carpos.y)
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minPos=minPos.min(carpos).min(carposLookahead)
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maxPos=maxPos.max(carpos).max(carposLookahead)
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displayedCarCount+=1
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@ -118,32 +140,11 @@ func _process(delta: float) -> void:
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var mapped_zoomspeed=max(mapped_zoomspeed_x,mapped_zoomspeed_y)
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if calculatedViewCarMargin.x>viewCarMargin_zoomstart_pixels.x or calculatedViewCarMargin.y>viewCarMargin_zoomstart_pixels.y: #cars not in view
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camera.zoom-=Vector2(mapped_zoomspeed*delta,mapped_zoomspeed*delta)
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$hud/debuglabel.set("theme_override_colors/font_color",Color(0,0,0.7))
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elif calculatedViewCarMargin.x<viewCarMargin_zoombackup_pixels.x and calculatedViewCarMargin.y<viewCarMargin_zoombackup_pixels.y: #cars in view again
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if camera.zoom.x<zoom_normal:
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camera.zoom+=Vector2(zoomspeed_backup*delta,zoomspeed_backup*delta)
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#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewCarMargin_zoomstart)+" zoomspeed="+str(mapped_zoomspeed)
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#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewsize)+" zoomspeed="+str(mapped_zoomspeed)
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$hud/timer.text=str(round(Gamestate.getTimeElapsed()*1000)/1000.0)
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if game_ended:
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var anyplayerkeypressed=false
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var id=0
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for p in Gamestate.getPlayers():
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if Input.is_action_pressed(Gamestate.userinput_prefix+str(id)):
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anyplayerkeypressed=true
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id+=1
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if anyplayerkeypressed and timer_close.time_left<time_close_keypressed:
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timer_close.wait_time=time_close_keypressed #set time back
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timer_close.stop() #prepare for restarting at this time
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if !anyplayerkeypressed and timer_close.is_stopped():
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timer_close.start() #start timer when no key is pressed
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func _input(ev):
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#if ev is InputEventKey and
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if Input.is_action_just_pressed("ui_cancel"):
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