Merge branch 'fix-cameras' of game-projects/gamecore into master

This commit is contained in:
Kazhnuz 2019-07-15 10:17:21 +02:00 committed by Gitea
commit 26ff29b8aa
8 changed files with 215 additions and 398 deletions

View file

@ -31,6 +31,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **examples:** Test all player number and camera types
- **core.screen:** Add a way to get coordinate and scale
### Changed
- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors
@ -47,18 +49,26 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **examples:** Rename "movable" to "topdown"
- **camera:** Brand new camera system based on canvases instead of just transforms
### Fixed
- **world:** Remove a forgotten camera debug function
- **examples:** Add missing translations
- **camera:** Fix onscreen coordinates by using new core.screen func
- **camera:** Fix camera's drawing in other resolution mode
### Removed
- **actor:** Remove all function related to XGravity
- **examples:** Remove basic examples
- **libs:** Remove hump.camera
## 0.5.1 - 2019-06-21
### Fixed

View file

@ -87,6 +87,14 @@ function CScreen.project(x, y)
return math.floor((x - tx) / fsv), math.floor((y - ty) / fsv)
end
function CScreen.getScale()
return fsv
end
function CScreen.getScreenCoordinate(x, y)
return math.floor((x + tx) * fsv), math.floor((y + ty) * fsv)
end
-- Change letterbox color
function CScreen.setColor(r, g, b, a)
cr = r

View file

@ -40,7 +40,7 @@ function Box3D:new(owner, w, h, d)
self.texture = {}
self:setTopTexture()
self:setBottomTexture()
self.texture.shadows = nil
self.texture.shadows = love.graphics.newCanvas(self.w, self.h)
self:register()
end
@ -123,19 +123,14 @@ end
function Box3D:redrawShadowCanvas()
if (self.needRedraw) then
local canvas = love.graphics.newCanvas(self.w, self.h)
love.graphics.setCanvas( canvas )
love.graphics.setCanvas( self.texture.shadows )
love.graphics.clear()
for i,v in ipairs(self.shadowSources) do
v.actor:drawShadow(v.x, v.y)
end
love.graphics.setCanvas( )
local imagedata = canvas:newImageData()
self.texture.shadows = love.graphics.newImage( imagedata )
imagedata:release()
canvas:release()
self.needRedraw = false
end
end

View file

@ -431,13 +431,10 @@ function BaseWorld:draw(dt)
self:drawActors()
else
for i=1, camNumber do
self.cameras:setScissor(i)
self:drawMap(i)
self.cameras:attachView(i)
self:drawMap(i)
self:drawActors(i)
self.cameras:detachView(i)
self.cameras:drawHUD(i)
self.cameras:resetScissor( )
end
end
end
@ -451,21 +448,12 @@ function BaseWorld:drawActors(id)
end
function BaseWorld:drawMap(id)
local tx, ty, scale = 0, 0, 1
if id ~= nil then
-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
-- de position de camera pour afficher la carte par rapport à ces infos
tx, ty = self.cameras:getInternalCamCoordinate(id)
scale = self.cameras:getViewScale(id) or 2
local vx, vy = self.cameras:getOnScreenViewRelativePosition(id)
tx = math.floor(tx - math.abs(vx))
ty = math.floor(ty - math.abs(vy))
local w, h = core.screen:getDimensions()
end
if self.haveMap then
self.map:draw(-tx, -ty, scale, scale)
for _, layer in ipairs(self.map.layers) do
if layer.visible and layer.opacity > 0 then
self.map:drawLayer(layer)
end
end
end
end

View file

@ -1,5 +1,4 @@
-- camera.lua :: a basic camera adapted to the asset/world system.
-- Use hump.camera as the view backend.
--[[
Copyright © 2019 Kazhnuz
@ -22,10 +21,12 @@
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.camera$', '') .. "."
local cwd = (...):gsub('%.init$', '') .. "."
local CameraSystem = Object:extend()
local View = require(cwd .. "libs.hump.camera")
--local View = require(cwd .. "libs.hump.camera")
local camutils = require(cwd .. "utils")
local SPLITSCREEN_ISVERTICAL = false
local SCREEN_LIMIT = 4
@ -57,43 +58,7 @@ function CameraSystem:initViews()
self.views.basewidth, self.views.baseheight = core.screen:getDimensions()
self.views.width, self.views.height = self:getViewsDimensions()
self.views.posList = {}
self.views.posList.dual = {}
self.views.posList.multi = {}
if (self.verticalSplit) then
self.views.posList.dual[1] = {}
self.views.posList.dual[1].x = 0
self.views.posList.dual[1].y = (self.views.baseheight/4)
self.views.posList.dual[2] = {}
self.views.posList.dual[2].x = 0
self.views.posList.dual[2].y = -(self.views.baseheight/4)
else
self.views.posList.dual[1] = {}
self.views.posList.dual[1].x = -(self.views.basewidth/4)
self.views.posList.dual[1].y = 0
self.views.posList.dual[2] = {}
self.views.posList.dual[2].x = (self.views.basewidth/4)
self.views.posList.dual[2].y = 0
end
self.views.posList.multi[1] = {}
self.views.posList.multi[1].x = -(self.views.basewidth /4)
self.views.posList.multi[1].y = -(self.views.baseheight/4)
self.views.posList.multi[2] = {}
self.views.posList.multi[2].x = (self.views.basewidth /4)
self.views.posList.multi[2].y = -(self.views.baseheight/4)
self.views.posList.multi[3] = {}
self.views.posList.multi[3].x = -(self.views.basewidth /4)
self.views.posList.multi[3].y = (self.views.baseheight/4)
self.views.posList.multi[4] = {}
self.views.posList.multi[4].x = (self.views.basewidth /4)
self.views.posList.multi[4].y = (self.views.baseheight/4)
self.views.posList = camutils.getViewsPositions(self.views.basewidth, self.views.baseheight, self.verticalSplit)
end
-- INFO FUNCTIONS
@ -107,32 +72,22 @@ function CameraSystem:haveView()
return (self:getViewNumber() == 0)
end
function CameraSystem:getViewsDimensions(viewNumber)
function CameraSystem:getViewsDimensions()
local basewidth, baseheight = self.views.basewidth, self.views.baseheight
local viewnumber = viewNumber or self:getViewNumber()
local viewnumber = self:getViewNumber()
if (viewnumber <= 1) then
return basewidth, baseheight
elseif (viewnumber == 2) then
if (self.verticalSplit) then
return (basewidth), (baseheight/2)
else
return (basewidth/2), (baseheight)
end
else
return (basewidth/2), (baseheight/2)
end
return camutils.getViewsDimensions(viewnumber, basewidth, baseheight, self.verticalSplit)
end
function CameraSystem:recalculateViewsPositions()
if #self.views.list == 1 then
self.views.list[1].pos.onScreen.x = 0
self.views.list[1].pos.onScreen.y = 0
self.views.list[1].onScreen.x = 0
self.views.list[1].onScreen.y = 0
else
for i,v in ipairs(self.views.list) do
local x, y = self:getViewPositions(i)
self.views.list[i].pos.onScreen.x = x
self.views.list[i].pos.onScreen.y = y
self.views.list[i].onScreen.x = x
self.views.list[i].onScreen.y = y
end
end
end
@ -169,92 +124,93 @@ function CameraSystem:addView(x, y, target)
local view = {}
view.pos = {}
view.pos.x = x or 0
view.pos.y = y or 0
view.pos.onScreen = {}
view.x = x or 0
view.y = y or 0
view.scale = 1
view.onScreen = {}
view.cam = View(view.pos.x, view.pos.y, 1, 0, true)
-- TODO: add a target system in order to make a camera able
-- to target a specific object
view.target = target
table.insert(self.views.list, view)
self.views.width, self.views.height = self:getViewsDimensions()
self:regenerateCanvases()
self:recalculateViewsPositions()
end
end
function CameraSystem:regenerateCanvases()
for i, view in ipairs(self.views.list) do
view.canvas = love.graphics.newCanvas(self.views.width, self.views.height)
end
end
function CameraSystem:getView(id)
return self.views.list[id]
end
function CameraSystem:getViewCam(id)
local view = self:getView(id)
return view.cam
end
function CameraSystem:setScissor(id)
local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
if (self:getViewNumber() > 2) or (self:getViewNumber() == 2 and SPLITSCREEN_ISVERTICAL) then
-- FIXME: it's an ugly workaround that need to be fixed. For an unkown
-- reason, the scissoring is wrong in and only in this function and only
-- when we have vertical split. Thus, we need to substract viewy to viewy
viewy = viewh - viewy
end
if (self.mode == "split") then
love.graphics.setScissor(viewx, viewy, vieww, viewh)
end
end
function CameraSystem:resetScissor( )
if (self.mode == "split") then
love.graphics.setScissor( )
end
end
function CameraSystem:attachView(id)
if (id ~= nil) then
local cam = self:getViewCam(id)
local view = self:getView(id)
cam:attach()
self.current_canvas = love.graphics.getCanvas()
love.graphics.setCanvas(view.canvas)
love.graphics.clear()
if id ~= nil then
-- Du à la manière dont fonctionne STI, on est obligé de récupérer les info
-- de position de camera pour afficher la carte par rapport à ces infos
tx, ty = self:getViewCoordinate(id)
scale = self:getViewScale(id) or 1
tx = math.floor(tx) * -1
ty = math.floor(ty) * -1
local w, h = core.screen:getDimensions()
end
love.graphics.push()
love.graphics.origin()
love.graphics.translate(math.floor(tx), math.floor(ty))
end
end
function CameraSystem:detachView(id)
if (id ~= nil) then
local cam = self:getViewCam(id)
local view = self:getView(id)
love.graphics.pop()
cam:detach()
love.graphics.setCanvas(self.current_canvas)
local tx, ty = self:getOnScreenViewCoordinate(id)
local scale = core.screen:getScale() * view.scale
love.graphics.push()
love.graphics.origin()
love.graphics.translate(math.floor(tx), math.floor(ty))
love.graphics.scale(scale, scale)
love.graphics.draw(view.canvas)
local unscale = 1 / view.scale
love.graphics.scale(unscale, unscale)
self:drawHUD(id)
love.graphics.pop()
end
end
function CameraSystem:getViewCoordinate(id)
local view = self:getView(id)
local cam = self:getViewCam(id)
local viewx, viewy, vieww, viewh
viewx = view.pos.x - ((self.views.width/2) / cam.scale)
viewy = view.pos.y - ((self.views.height/2) / cam.scale)
vieww = self.views.width / cam.scale
viewh = self.views.height / cam.scale
return viewx, viewy, vieww, viewh
end
vieww = self.views.width / view.scale
viewh = self.views.height / view.scale
function CameraSystem:getInternalCamCoordinate(id)
local view = self:getView(id)
local cam = self:getViewCam(id)
viewx = view.x - (vieww / 2)
viewy = view.y - (viewh / 2)
local viewx, viewy, vieww, viewh
viewx = cam.x - ((self.views.width/2) / cam.scale)
viewy = cam.y - ((self.views.height/2) / cam.scale)
vieww, viewh = core.screen:getDimensions()
vieww = vieww / cam.scale
viewh = viewh / cam.scale
return viewx, viewy, vieww, viewh
end
@ -263,11 +219,13 @@ function CameraSystem:getOnScreenViewCoordinate(id)
local viewx, viewy, vieww, viewh
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = (basex) + view.pos.onScreen.x - (self.views.width / 2)
viewy = (basey) + view.pos.onScreen.y - (self.views.height / 2)
viewx = (basex) + view.onScreen.x - (self.views.width / 2)
viewy = (basey) + view.onScreen.y - (self.views.height / 2)
vieww = self.views.width
viewh = self.views.height
viewx, viewy = core.screen:getScreenCoordinate(viewx, viewy)
vieww = self.views.width * core.screen:getScale()
viewh = self.views.height * core.screen:getScale()
return viewx, viewy, vieww, viewh
end
@ -276,10 +234,10 @@ function CameraSystem:getOnScreenViewRelativePosition(id)
local viewx, viewy
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = view.pos.onScreen.x
viewy = view.pos.onScreen.y
viewx = view.onScreen.x
viewy = view.onScreen.y
return viewx, viewy
return core.screen:getScreenCoordinate(viewx, viewy)
end
function CameraSystem:getOnScreenViewCenter(id)
@ -287,32 +245,40 @@ function CameraSystem:getOnScreenViewCenter(id)
local viewx, viewy
local basex, basey = (self.views.basewidth / 2), (self.views.baseheight / 2)
viewx = (basex) + view.pos.onScreen.x
viewy = (basey) + view.pos.onScreen.y
viewx = (basex) + view.onScreen.x
viewy = (basey) + view.onScreen.y
return viewx, viewy
return core.screen:getScreenCoordinate(viewx, viewy)
end
function CameraSystem:setViewScale(id, scale)
local view = self:getView(id)
view.scale = scale
local _, _, w, h = self:getViewCoordinate(id)
view.canvas = love.graphics.newCanvas(math.ceil(w), math.ceil(h))
end
function CameraSystem:getViewScale(id)
local cam = self:getViewCam(id)
local view = self:getView(id)
return cam.scale
return view.scale
end
function CameraSystem:limitView(id)
local viewx, viewy, vieww, viewh = self:getViewCoordinate(id)
local worldw, worldh = self.world:getDimensions()
local posx = self.views.list[id].pos.x
local posy = self.views.list[id].pos.y
local posx = self.views.list[id].x
local posy = self.views.list[id].y
local minx = self.views.width / 2
local miny = self.views.height / 2
local maxx = worldw - minx
local maxy = worldh - miny
self.views.list[id].pos.x = utils.math.between(posx, minx, maxx)
self.views.list[id].pos.y = utils.math.between(posy, miny, maxy)
self:computeCamPosition(id)
self.views.list[id].x = utils.math.between(posx, minx, maxx)
self.views.list[id].y = utils.math.between(posy, miny, maxy)
end
-- UPDATE and MOVE functions
@ -329,24 +295,12 @@ function CameraSystem:update(dt)
end
function CameraSystem:moveView(id, x, y)
self.views.list[id].pos.x = x
self.views.list[id].pos.y = y
self.views.list[id].x = x
self.views.list[id].y = y
self:computeCamPosition(id)
self:limitView(id)
end
function CameraSystem:computeCamPosition(id)
local decalx = self.views.list[id].pos.onScreen.x
local decaly = self.views.list[id].pos.onScreen.y
local realx = self.views.list[id].pos.x
local realy = self.views.list[id].pos.y
self.views.list[id].cam.x = realx - decalx
self.views.list[id].cam.y = realy - decaly
end
function CameraSystem:followActor(id)
local view = self:getView(id)
@ -397,7 +351,7 @@ function CameraSystem:followAllActors(id)
local scalex = (maxX-minX)/ww
local scaley = (maxY-minY)/hh
scale = math.max(scale, scalex, scaley)
view.cam.scale = 1/scale
self:setViewScale(id, 1/scale)
self.world:resizeMap(ww * 3, hh * 3)
end
@ -409,28 +363,11 @@ end
-- DRAW FUNCTIONS
-- Basic callback to draw stuff
function CameraSystem:drawDebugViewBox(id)
local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
utils.graphics.box(viewx, viewy, vieww, viewh)
local xx, yy = self:getOnScreenViewCenter(id)
love.graphics.line(xx-3, yy, xx+3, yy)
love.graphics.line(xx, yy-3, xx, yy+3)
local xx, yy = self:getInternalCamCoordinate(id)
local string = id .. " x:" .. xx .. " y:" .. yy
love.graphics.print(string, viewx + 4, viewy + 4)
end
function CameraSystem:drawHUD(id)
local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
local view = self:getView(id)
local string2 = id .. " (" .. viewx .. ":" .. (viewh-viewy) .. ") "
local viewx, viewy, vieww, viewh = self:getOnScreenViewCoordinate(id)
love.graphics.translate(viewx, viewy)
view.target:drawHUD(id, vieww, viewh)
love.graphics.translate(-viewx, -(viewy))
end
return CameraSystem

View file

@ -0,0 +1,83 @@
-- camutils.lua :: some camera utilities
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local camutils = {}
function camutils.getViewsPositions(basewidth, baseheight, verticalSplit)
local posList = {}
posList.dual = {}
posList.multi = {}
if (verticalSplit) then
posList.dual[1] = {}
posList.dual[1].x = 0
posList.dual[1].y = (baseheight/4)
posList.dual[2] = {}
posList.dual[2].x = 0
posList.dual[2].y = -(baseheight/4)
else
posList.dual[1] = {}
posList.dual[1].x = -(basewidth/4)
posList.dual[1].y = 0
posList.dual[2] = {}
posList.dual[2].x = (basewidth/4)
posList.dual[2].y = 0
end
posList.multi[1] = {}
posList.multi[1].x = -(basewidth /4)
posList.multi[1].y = -(baseheight/4)
posList.multi[2] = {}
posList.multi[2].x = (basewidth /4)
posList.multi[2].y = -(baseheight/4)
posList.multi[3] = {}
posList.multi[3].x = -(basewidth /4)
posList.multi[3].y = (baseheight/4)
posList.multi[4] = {}
posList.multi[4].x = (basewidth /4)
posList.multi[4].y = (baseheight/4)
return posList
end
function camutils.getViewsDimensions(viewnumber, basewidth, baseheight, verticalSplit)
if (viewnumber <= 1) then
return basewidth, baseheight
elseif (viewnumber == 2) then
if (verticalSplit) then
return (basewidth), (baseheight/2)
else
return (basewidth/2), (baseheight)
end
else
return (basewidth/2), (baseheight/2)
end
end
return camutils

View file

@ -1,212 +0,0 @@
--[[
Copyright (c) 2010-2015 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--
local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
local cos, sin = math.cos, math.sin
local camera = {}
camera.__index = camera
-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}
function camera.smooth.none()
return function(dx,dy) return dx,dy end
end
function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end
return dx*dts, dy*dts
end
end
function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end
local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end
function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end
function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end
function camera:position()
return self.x, self.y
end
function camera:rotate(phi)
self.rot = self.rot + phi
return self
end
function camera:rotateTo(phi)
self.rot = phi
return self
end
function camera:zoom(mul)
self.scale = self.scale * mul
return self
end
function camera:zoomTo(zoom)
self.scale = zoom
return self
end
function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end
function camera:detach()
love.graphics.pop()
end
function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end
self:attach(x,y,w,h,noclip)
func()
self:detach()
end
-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end
-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end
function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end
function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end
function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end
function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end
-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
-- move
self:move((smoother or self.smoother)(dx,dy,...))
end
-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})

View file

@ -66,6 +66,14 @@ function ScreenManager:getMousePosition()
return CScreen.project(love.mouse.getX(), love.mouse.getY())
end
function ScreenManager:getScale()
return CScreen.getScale()
end
function ScreenManager:getScreenCoordinate(x, y)
return CScreen.getScreenCoordinate(x, y)
end
-- INFO FUNCTIONS
-- Get screen informations