![]() ![]() ![]() ![]() But I am not sure of a good way to implement it. I stand by my original idea, having a signal sent when the Camera2D reaches the limits would be useful, especially if the signal returns which limit it has reached (up, down, left, right). I imagine I can achieve this by defining different rectangular shapes in my level and setting the camera limits when my player enters these shapes. I have moved on to other Godot projects in the meantime and havent come across this particular problem since. For example, if the player is in a narrow corridor, the camera wouldn't scroll up or down. using the sides of the rectangle).īut what kind of node should I use? Area2D perhaps? Or maybe a ReferenceRect would be easier.Įventually, I'd like my level geometry to dictate the limits of the camera on a sub-level basis. When a level loads, I can access this node and set the limits of my camera using it (setting the camera's limit_left, limit_top, etc. Let's go ahead and take a look at the camera 2D inheritance chain camera 2D inherits from node 2D which eventually inherits from the node class. I move the camera manually via a seperate variable called campos, and move the camera to a snapped value of that position: var scale : getviewporttransform ().getscale () self.offset (campos scale).floor () / scale Looking at this again, I think I should have used self.position instead. Basically it forces the screen to follow this node. I was thinking that I could have some kind of rectangular node per level. The camera 2D node as a simple node that allows control of the view camera in 2D scenes. That way the rotation does not affect the Camera2D. And the Camera2D is a child of the PhysicsBody2D. a KinematicBody2D) with a Sprite or similar. What is a good method for setting rectangular camera limits on a level-by-level basis? 1 Answer Sorted by: 1 A few options come to mind: Presumably the player character is a PhysicsBody2D (e.g. I want to set the limits of a Camera2D attached to my player on a level-by-level basis, but I am not sure of the best method to do this. The development phase for Godot 4. Only one camera can be active at a time per viewport. A Camera automatically applies itself to the closest viewport above it in the node hierarchy, and if there isn’t one, it affects the root node instead. This link was very helpful as an initial clue. The Camera2D class in Godot is mostly just responsible for manipulating the transform of the viewport. If `Zoom` is applied in the camera, one must take into account of that. So if I do the D key and move the camera to the right and hit the right camera limit but do not unhold the D key, it will take me a long time when holding A to get the camera position back into the scope.ĭoes anyone have a simple solution on detecting the camera limit? I've tried for hours and haven't found a clean and non-spaghetti approach. Hello! I'm trying to make a Camera2D move with keyboard inputs (WASD) by changing the `Camera2D.Position` with some speed given the WASD input.Īn issue I currently have is that when the camera hits one of the 4 limits (set to a rectangle near the map borders), the `Camera2D.get_screen_center_position` will remain static but the `Camera2D.Position` is still being updated since the speed is still being updated.īecause of this, the `Camera2D.Position` might be way out of the map and will take a long time to be readjusted back into the map. HDRI Haven – CC0-licensed panorama skies. 250 10K views 1 year ago Godot Tutorials Here's a simple easy and simple way to make the Camera 2D node follow your player node in the Godot Engine Hope this video helps, consider leaving a.CC0 Textures ⋅ ⋅ Texture Haven – CC0-licensed PBR materials.Godot Shaders – Shaders specifically made for use in Godot Engine. It extends the Camera2D node and needs a reference to a VirtualCamera2D node that can be assigned to it through the inspector or with a script.Awesome Godot (curated list of Godot resources).Twitter Read before posting: Frequently Asked Questions Community Platforms Discord Contributors Chat Support Godot development on Patreon! Reference material. ![]() A community for discussion and support in development with the Godot game engine. ![]()
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