Difference between revisions of "Game Camera"
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'''Usage:''' | '''Usage:''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
-- yourScene is a Sprite in which you put all your graphics | -- yourScene is a Sprite in which you put all your graphics | ||
camera = GCam.new(yourScene [, anchorX, anchorY]) -- anchor by default is (0.5, 0.5) | camera = GCam.new(yourScene [, anchorX, anchorY]) -- anchor by default is (0.5, 0.5) | ||
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'''The full class''' | '''The full class''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
local atan2,sqrt,cos,sin,log,random = math.atan2,math.sqrt,math.cos,math.sin,math.log,math.random | local atan2,sqrt,cos,sin,log,random = math.atan2,math.sqrt,math.cos,math.sin,math.log,math.random | ||
local PI = math.pi | local PI = math.pi | ||
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=== Kinetic Zoom Camera === | === Kinetic Zoom Camera === | ||
− | < | + | <syntaxhighlight lang="lua"> |
-- Kinetic Zoom Camera | -- Kinetic Zoom Camera | ||
-- https://github.com/nshafer/KineticZoomCamera | -- https://github.com/nshafer/KineticZoomCamera |
Revision as of 14:28, 13 July 2023
Here you will find various resources to help you create games and apps in Gideros Studio.
note: you may have to provide your own assets (fonts, gfx, …).
GCam
A fantastic camera for Gideros from MultiPain https://github.com/MultiPain/Gideros_GCam
It has zoom, shake, follow, and more...
Usage: <syntaxhighlight lang="lua"> -- yourScene is a Sprite in which you put all your graphics camera = GCam.new(yourScene [, anchorX, anchorY]) -- anchor by default is (0.5, 0.5) stage:addChild(camera) </source>
The full class <syntaxhighlight lang="lua"> local atan2,sqrt,cos,sin,log,random = math.atan2,math.sqrt,math.cos,math.sin,math.log,math.random local PI = math.pi
-- ref: -- https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/a-brief-introduction-to-lerp-r4954/#:~:text=Linear%20interpolation%20(sometimes%20called%20'lerp,0..1%5D%20range. local function smoothOver(dt, smoothTime, convergenceFraction) return 1 - (1 - convergenceFraction)^(dt / smoothTime) end local function lerp(a,b,t) return a + (b-a) * t end local function clamp(v,mn,mx) return (v><mx)<>mn end local function map(v, minSrc, maxSrc, minDst, maxDst, clampValue) local newV = (v - minSrc) / (maxSrc - minSrc) * (maxDst - minDst) + minDst return not clampValue and newV or clamp(newV, minDst >< maxDst, minDst <> maxDst) end local function distance(x1,y1, x2,y2) return (x2-x1)^2 + (y2-y1)^2 end local function distanceSq(x1,y1, x2,y2) return sqrt((x2-x1)^2 + (y2-y1)^2) end local function angle(x1,y1, x2,y2) return atan2(y2-y1,x2-x1) end local function setMeshAsCircle(m, ox, oy, rad_in_x, rad_in_y, rad_out_x, rad_out_y, color, alpha, edges) edges = edges or 16 local step = (PI*2)/edges
local vi = m:getVertexArraySize() + 1 local ii = m:getIndexArraySize() + 1 local svi = vi local sii = ii
for i = 0, edges-1 do local ang = i * step local cosa = cos(ang) local sina = sin(ang)
local x_in = ox + rad_in_x * cosa local y_in = oy + rad_in_y * sina
local x_out = ox + rad_out_x * cosa local y_out = oy + rad_out_y * sina
m:setVertex(vi+0,x_in,y_in) m:setVertex(vi+1,x_out,y_out)
m:setColor(vi+0,color, alpha) m:setColor(vi+1,color, alpha)
vi += 2 if i <= edges-2 then local si = (svi-1)+((i+1)*2)-1 m:setIndex(ii+0,si) m:setIndex(ii+1,si+1) m:setIndex(ii+2,si+3) m:setIndex(ii+3,si) m:setIndex(ii+4,si+3) m:setIndex(ii+5,si+2) ii += 6 end end local si = (svi-1)+(edges*2)-1 m:setIndex(ii+0,si) m:setIndex(ii+1,si+1) m:setIndex(ii+2,svi)
m:setIndex(ii+3,si+1) m:setIndex(ii+4,svi+1) m:setIndex(ii+5,svi) end
local function outExponential(ratio) if ratio == 1 then return 1 end return 1-2^(-10 * ratio) end
GCam = Core.class(Sprite) GCam.SHAKE_DELAY = 10
function GCam:init(content, ax, ay) assert(content ~= stage, "bad argument #1 (сontent should be different from the 'stage')")
self.viewport = Viewport.new() self.viewport:setContent(content)
self.content = Sprite.new() self.content:addChild(self.viewport) self:addChild(self.content)
self.matrix = Matrix.new() self.viewport:setMatrix(self.matrix)
-- some vars self.w = 0 self.h = 0 self.ax = ax or 0.5 self.ay = ay or 0.5 self.x = 0 self.y = 0 self.zoomFactor = 1 self.rotation = 0
self.followOX = 0 self.followOY = 0
-- Bounds self.leftBound = -1000000 self.rightBound = 1000000 self.topBound = -1000000 self.bottomBound = 1000000
-- Shaker self.shakeTimer = Timer.new(GCam.SHAKE_DELAY, 1) self.shakeDistance = 0 self.shakeCount = 0 self.shakeAmount = 0 self.shakeTimer:addEventListener("timerComplete", self.shakeDone, self) self.shakeTimer:addEventListener("timer", self.shakeUpdate, self) self.shakeTimer:stop()
-- Follow -- 0 - instant move self.smoothX = 0.9 self.smoothY = 0.9 -- Dead zone self.deadWidth = 50 self.deadHeight = 50 self.deadRadius = 25 -- Soft zone self.softWidth = 150 self.softHeight = 150 self.softRadius = 75
--------------------------------------- ------------- debug stuff ------------- --------------------------------------- self.__debugSoftColor = 0xffff00 self.__debugAnchorColor = 0xff0000 self.__debugDotColor = 0x00ff00 self.__debugAlpha = 0.5
self.__debugRMesh = Mesh.new() self.__debugRMesh:setIndexArray(1,3,4, 1,2,4, 1,3,7, 3,5,7, 2,4,8, 4,8,6, 5,6,8, 5,8,7, 9,10,11, 9,11,12, 13,14,15, 13,15,16, 17,18,19, 17,19,20) self.__debugRMesh:setColorArray(self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugSoftColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha)
self.__debugCMesh = Mesh.new() --------------------------------------- --------------------------------------- --------------------------------------- self:setShape("rectangle") self:setAnchor(self.ax,self.ay) self:updateClip() end
DEBUG STUFF -------------------
function GCam:setDebug(flag) self.__debug__ = flag
if flag then if self.shapeType == "rectangle" then self.__debugCMesh:removeFromParent() self:addChild(self.__debugRMesh) elseif self.shapeType == "circle" then self.__debugRMesh:removeFromParent() self:addChild(self.__debugCMesh) end self:debugUpdate() self:debugUpdate(true, 0, 0) else self.__debugCMesh:removeFromParent() self.__debugRMesh:removeFromParent() end end
function GCam:switchDebug() self:setDebug(not self.__debug__) end
function GCam:debugMeshUpdate() local w,h = self.w, self.h local zoom = self.zoomFactor local rot = self.rotation
local ax,ay = w * self.ax,h * self.ay
local TS = 1 local off = w <> h
if self.shapeType == "rectangle" then local dw = (self.deadWidth * zoom) / 2 local dh = (self.deadHeight * zoom) / 2 local sw = (self.softWidth * zoom) / 2 local sh = (self.softHeight * zoom) / 2 --[[ Mesh vertices
1-----------------2 | \ soft zone / | | 3-----------4 | | | dead zone | | | 5-----------6 | | / \ | 7-----------------8 ]]
self.__debugRMesh:setVertexArray( ax-sw,ay-sh, ax+sw,ay-sh,
ax-dw,ay-dh, ax+dw,ay-dh, ax-dw,ay+dh, ax+dw,ay+dh,
ax-sw,ay+sh, ax+sw,ay+sh,
ax-TS,-off, ax+TS,-off, ax+TS,h+off, ax-TS,h+off,
-off,ay-TS, -off,ay+TS, w+off,ay+TS, w+off,ay-TS ) self.__debugRMesh:setAnchorPosition(ax,ay) self.__debugRMesh:setPosition(ax,ay) self.__debugRMesh:setRotation(rot) elseif self.shapeType == "circle" then --[[ Mesh:
-- first 4 vertex is green target point 1--2 | | 4--3
next, vertical anchor line 5--6 | | | | | | 8--7 next, horizontal anchor line 9--------10 | | 12-------11 and finaly, circle
8 edges "circle" look like this:
24--------------26--------------28 | \ soft zone | / | | 23-----------25-----------27 | | | | | | | dead | | 22--21 zone 13--14 | | | | | | | | | 19-----------17-----------15 | | / | \ | 20--------------18--------------16 ]] local dr = self.deadRadius * zoom local sr = self.softRadius * zoom
self.__debugCMesh:setVertexArray(0,0,0,0,0,0,0,0,ax-TS,-off, ax+TS,-off,ax+TS,h+off, ax-TS,h+off, -off,ay-TS, -off,ay+TS, w+off,ay+TS, w+off,ay-TS) self.__debugCMesh:setIndexArray(1,2,3, 1,3,4, 5,6,7, 5,7,8, 9,10,11, 9,11,12) self.__debugCMesh:setColorArray(self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugDotColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha, self.__debugAnchorColor,self.__debugAlpha)
setMeshAsCircle(self.__debugCMesh, ax,ay, dr, dr, sr, sr, self.__debugSoftColor,self.__debugAlpha, 32)
self.__debugCMesh:setAnchorPosition(ax,ay) self.__debugCMesh:setPosition(ax,ay) self.__debugCMesh:setRotation(rot) end end
function GCam:debugUpdate(dotOnly, gx,gy) if self.__debug__ then if dotOnly then local zoom = self:getZoom() local ax = self.w * self.ax local ay = self.h * self.ay local size = 4 * zoom
local x = (gx * zoom - self.x * zoom) + ax local y = (gy * zoom - self.y * zoom) + ay if self.shapeType == "rectangle" then self.__debugRMesh:setVertex(17, x-size,y-size) self.__debugRMesh:setVertex(18, x+size,y-size) self.__debugRMesh:setVertex(19, x+size,y+size) self.__debugRMesh:setVertex(20, x-size,y+size) elseif self.shapeType == "circle" then self.__debugCMesh:setVertex(1, x-size,y-size) self.__debugCMesh:setVertex(2, x+size,y-size) self.__debugCMesh:setVertex(3, x+size,y+size) self.__debugCMesh:setVertex(4, x-size,y+size) end else self:debugMeshUpdate() end end end
RESIZE LISTENER -----------------
-- set camera size to window size function GCam:setAutoSize(flag) if flag then self:addEventListener(Event.APPLICATION_RESIZE, self.appResize, self) self:appResize() elseif self:hasEventListener(Event.APPLICATION_RESIZE) then self:removeEventListener(Event.APPLICATION_RESIZE, self.appResize, self) end end
function GCam:appResize() local minX,minY,maxX,maxY = application:getLogicalBounds() self.w = maxX+minX self.h = maxY+minY self.matrix:setPosition(self.w * self.ax,self.h * self.ay) self.viewport:setMatrix(self.matrix)
self:debugUpdate() self:updateClip() end
SHAPES ---------------------
function GCam:rectangle(dt,x,y) local sw = self.softWidth / 2 local sh = self.softHeight / 2 local dw = self.deadWidth / 2 local dh = self.deadHeight / 2
local dstX = self.x local dstY = self.y
-- X smoothing if x > self.x + dw then -- out of dead zone on right side local dx = x - self.x - dw local fx = smoothOver(dt, self.smoothX, 0.99) dstX = lerp(self.x, self.x + dx, fx) elseif x < self.x - dw then -- out of dead zone on left side local dx = self.x - dw - x local fx = smoothOver(dt, self.smoothX, 0.99) dstX = lerp(self.x, self.x - dx, fx) end -- clamp to soft zone dstX = clamp(dstX, x - sw,x + sw)
-- Y smoothing if y > self.y + dh then -- out of dead zone on bottom side local dy = y - self.y - dh local fy = smoothOver(dt, self.smoothY, 0.99) dstY = lerp(self.y, self.y + dy, fy) elseif y < self.y - dh then -- out of dead zone on top side local dy = self.y - dh - y local fy = smoothOver(dt, self.smoothY, 0.99) dstY = lerp(self.y, self.y - dy, fy) end -- clamp to soft zone dstY = clamp(dstY, y - sh,y + sh)
return dstX, dstY end
function GCam:circle(dt,x,y) local dr = self.deadRadius local sr = self.softRadius
local dstX, dstY = self.x, self.y
local d = distanceSq(self.x, self.y, x, y)
if d > dr and d <= sr then -- out of dead zone on bottom side local offset = d-dr local ang = angle(self.x, self.y, x, y) local fx = smoothOver(dt, self.smoothX, 0.99) local fy = smoothOver(dt, self.smoothY, 0.99) dstX = lerp(self.x, self.x + cos(ang) * offset, fx) dstY = lerp(self.y, self.y + sin(ang) * offset, fy) elseif d > sr then local ang = angle(self.x, self.y, x, y) local offset = d-sr+120*dt dstX = self.x + cos(ang) * offset dstY = self.y + sin(ang) * offset end
return dstX, dstY end
-- shapeType(string): function name -- can be "rectangle" or "circle" -- you can create custom shape by -- adding a new method to a class -- then use its name as shapeType function GCam:setShape(shapeType) self.shapeType = shapeType self.shapeFunction = self[shapeType] assert(self.shapeFunction ~= nil, "[GCam]: shape with name \""..shapeType.."\" does not exist") assert(type(self.shapeFunction) == "function", "[GCam]: incorrect shape type. Must be\"function\", but was: "..type(shapeFunction)) -- DEBUG -- self:setDebug(self.__debug__) self:debugUpdate() self:debugUpdate(true, 0, 0) end
UPDATE ---------------------
function GCam:update(dt) local obj = self.followObj if obj then local x,y = obj:getPosition()
x += self.followOX y += self.followOY
local dstX, dstY = self:shapeFunction(dt,x,y)
if self.x ~= dstX or self.y ~= dstY then self:goto(dstX,dstY) end
self:debugUpdate(true,x,y) end self:updateClip() end
FOLLOW ----------------------
function GCam:setFollow(obj) self.followObj = obj end
function GCam:setFollowOffset(x,y) self.followOX = x self.followOY = y end
SHAKE ----------------------
-- duration (number): time is s. -- distance (number): maximum shake offset function GCam:shake(duration, distance) self.shaking = true
self.shakeCount = 0 self.shakeDistance = distance or 100 self.shakeAmount = (duration*1000) // GCam.SHAKE_DELAY
self.shakeTimer:reset() self.shakeTimer:setRepeatCount(self.shakeAmount) self.shakeTimer:start() end
function GCam:shakeDone() self.shaking = false self.shakeCount = 0 self.content:setPosition(0,0) end
function GCam:shakeUpdate() self.shakeCount += 1 local amplitude = 1 - outExponential(self.shakeCount/self.shakeAmount) local hd = self.shakeDistance / 2 local x = random(-hd,hd)*amplitude local y = random(-hd,hd)*amplitude self.content:setPosition(x, y) end
ZONES ----------------------
-- Camera intepolate its position towards target -- w (number): soft zone width -- h (number): soft zone height function GCam:setSoftSize(w,h) self.softWidth = w self.softHeight = h or w self:debugUpdate() end
function GCam:setSoftWidth(w) self.softWidth = w self:debugUpdate() end
function GCam:setSoftHeight(h) self.softHeight = h self:debugUpdate() end -- r (number): soft zone radius (only if shape type is "circle") function GCam:setSoftRadius(r) self.softRadius = r self:debugUpdate() end
-- Camera does not move in dead zone -- w (number): dead zone width -- h (number): dead zone height function GCam:setDeadSize(w,h) self.deadWidth = w self.deadHeight = h or w self:debugUpdate() end
function GCam:setDeadWidth(w) self.deadWidth = w self:debugUpdate() end
function GCam:setDeadHeight(h) self.deadHeight = h self:debugUpdate() end
function GCam:setDeadRadius(r) self.deadRadius = r self:debugUpdate() end
-- Smooth factor -- x (number): -- y (number): function GCam:setSmooth(x,y) self.smoothX = x self.smoothY = y or x end
function GCam:setSmoothX(x) self.smoothX = x end
function GCam:setSmoothY(y) self.smoothY = y end
BOUNDS ---------------------
function GCam:updateBounds() local x = clamp(self.x, self.leftBound, self.rightBound) local y = clamp(self.y, self.topBound, self.bottomBound) if x ~= self.x or y ~= self.y then self:goto(x,y) end end
-- Camera can move only inside given bbox function GCam:setBounds(left, top, right, bottom) self.leftBound = left or 0 self.topBound = top or 0 self.rightBound = right or 0 self.bottomBound = bottom or 0
self:updateBounds() end
function GCam:setLeftBound(left) self.leftBound = left or 0 self:updateBounds() end
function GCam:setTopBound(top) self.topBound = top or 0 self:updateBounds() end
function GCam:setRightBound(right) self.rightBound = right or 0 self:updateBounds() end
function GCam:setBottomBound(bottom) self.bottomBound = bottom or 0 self:updateBounds() end
function GCam:getBounds() return self.leftBound, self.topBound, self.rightBound, self.bottomBound end
TRANSFORMATIONS -----------------
function GCam:move(dx, dy) self:goto(self.x + dx, self.y + dy) end
function GCam:zoom(value) local v = self.zoomFactor + value if v > 0 then self:setZoom(v) end end
function GCam:rotate(ang) self.rotation += ang self:setAngle(self.rotation) end
POSITION ----------------
function GCam:rawGoto(x,y) x = clamp(x, self.leftBound, self.rightBound) y = clamp(y, self.topBound, self.bottomBound) self.matrix:setAnchorPosition(x,y) self.viewport:setMatrix(self.matrix) end
function GCam:goto(x,y) x = clamp(x, self.leftBound, self.rightBound) y = clamp(y, self.topBound, self.bottomBound)
self.x = x self.y = y self.matrix:setAnchorPosition(x,y) self.viewport:setMatrix(self.matrix) end
function GCam:gotoX(x) x = clamp(x, self.leftBound, self.rightBound) self.x = x self.matrix:setAnchorPosition(x,self.y) self.viewport:setMatrix(self.matrix) end
function GCam:gotoY(y) y = clamp(y, self.topBound, self.bottomBound) self.y = y self.matrix:setAnchorPosition(self.x,y) self.viewport:setMatrix(self.matrix) end
ZOOM ------------------
function GCam:setZoom(zoom) self.zoomFactor = zoom self.matrix:setScale(zoom, zoom, 1) self.viewport:setMatrix(self.matrix) self:debugUpdate() end
function GCam:getZoom() return self.zoomFactor end
ROTATION ----------------
function GCam:setAngle(angle) self.rotation = angle self.matrix:setRotationZ(angle) self.viewport:setMatrix(self.matrix) self:debugUpdate() end
function GCam:getAngle() return self.matrix:getRotationZ() end
ANCHOR POINT --------------
function GCam:setAnchor(anchorX, anchorY) self.ax = anchorX self.ay = anchorY self.matrix:setPosition(self.w * anchorX,self.h * anchorY) self.viewport:setMatrix(self.matrix) self:debugUpdate() end
function GCam:setAnchorX(anchorX) self.ax = anchorX self.matrix:setPosition(self.w * anchorX,self.h * self.ay) self.viewport:setMatrix(self.matrix) self:debugUpdate() end
function GCam:setAnchorY(anchorY) self.ay = anchorY self.matrix:setPosition(self.w * self.ax,self.h * anchorY) self.viewport:setMatrix(self.matrix) self:debugUpdate() end
function GCam:getAnchor() return self.ax, self.ay end
SIZE ------------------
function GCam:updateClip() local ax = self.w * self.ax local ay = self.h * self.ay --self.viewport:setClip(self.x-ax,self.y-ay,self.w,self.h+ay) --self.viewport:setAnchorPosition(self.x,self.y) end
function GCam:setSize(w,h) self.w = w self.h = h
self:debugUpdate() self:updateClip() end </source>
Kinetic Zoom Camera
<syntaxhighlight lang="lua"> -- Kinetic Zoom Camera -- https://github.com/nshafer/KineticZoomCamera
-- The MIT License (MIT)
-- Copyright (c) 2013 Nathan Shafer
-- 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.
--[[ This implements a camera class that allows the user to drag and zoom a virtual camera. It works basically by having child elements that are bigger than the view size of the given device. There isn't really a camera that moves, rather it just moves itself and any child elements relative to the devices normal view. Furthermore, when the user lifts their finger in the middle of a drag, the drag movement will continue with some kinetic energy and slow down based on simulated friction.
This has two distinct modes, DRAG and SCALE, based on how many touches are detected. It doesn't combine them, but could be modified to do so. It will change smoothly between the modes, however.
Usage:
local camera = Camera.new() local camera = Camera.new({maxZoom=1.5,friction=.5}) stage:addChild(camera)
-- Add whatever you want as a child of the camera local image = Bitmap.new(Texture.new("sky_world_big.png")) camera:addChild(image)
-- If you want to center the camera on a child element, such as a player, you can do: local player = Sprite.new() -- example player sprite camera:centerPoint(player:getX(), player:getY())
-- If you want to process touch events relative to where the camera is, you can translate the event function onTouchBegin(event) local point = camera:translateEvent(event) -- point.x = x position of the touch relative to the camera -- point.y = y position of the touch relative to the camera end --]]
Camera = Core.class(Sprite)
-- Constants Camera.DRAG = 1 Camera.SCALE = 2
function Camera:init(options) local options = options or {} self.maxZoom = options.maxZoom or 2 -- Maximum scale allowed. 1 = normal unzoomed self.friction = options.friction or .85 -- Percentage to slow the drag down by on every frame. Lower = more slippery self.maxPoints = options.maxPoints or 10 -- Number of history points to keep in memory self.minPoints = options.minPoints or 3 -- Minimum points to enable kinetic scroll
-- These are tables that store a history of touch events and times self.previousPoints = nil self.previousTimes = nil
-- We maintain an anchor that is the center of the "camera" self.anchorX = 0 self.anchorY = 0
-- Add our event listeners for touch events self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self) self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self) self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self) self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesCancel, self) end
-- Override the Sprite position functions so that we can enforce boundaries function Camera:setX(x) -- override -- Check boundaries x = math.max(x, application:getContentWidth() - self:getWidth()) x = math.min(x, 0)
Sprite.setX(self, x) end
function Camera:setY(y) -- override -- Check boundaries y = math.max(y, application:getContentHeight() - self:getHeight()) y = math.min(y, 0)
Sprite.setY(self, y) end
function Camera:setPosition(x, y) -- override self:setX(x) self:setY(y or x) end
-- Override the Sprite setScale function so we can enforce boundaries function Camera:setScale(scaleX, scaleY) -- override -- Calculate boundaries local minScaleX = application:getContentWidth() / (self:getWidth() * (1/self:getScaleX())) local minScaleY = application:getContentHeight() / (self:getHeight() * (1/self:getScaleY()))
-- Check the boundaries scaleX = math.max(scaleX, minScaleX, minScaleY) scaleX = math.min(scaleX, self.maxZoom)
scaleY = math.max(scaleY or scaleX, minScaleY, minScaleX) scaleY = math.min(scaleY or scaleX, self.maxZoom)
Sprite.setScale(self, scaleX, scaleY) end
-- Update our anchor point. That's the middle of the "camera". This should be called -- whenever you change the camera position function Camera:updateAnchor() self.anchorX = (-self:getX() + application:getContentWidth()/2) * (1/self:getScaleX()) self.anchorY = (-self:getY() + application:getContentHeight()/2) * (1/self:getScaleY()) end
-- Center our anchor. This should be called anytime you change the scale to recenter the -- view on the anchor, which will get moved by changing the scale since scaling will be -- changed based on the 0,0 anchor of the sprite, but we want it to zoom based on the -- center of the camera view function Camera:centerAnchor() self:centerPoint(self.anchorX, self.anchorY) end
-- Center the camera on a point relative to the child element(s) function Camera:centerPoint(x, y) self:setX(-(x * self:getScaleX() - application:getContentWidth()/2)) self:setY(-(y * self:getScaleY() - application:getContentHeight()/2))
self:updateAnchor() end
-- Translate the x/y coordinates of an event to the cameras coordinates. It -- takes both position and scale into consideration. function Camera:translateEvent(event) local point = {x=0,y=0}
point.x = (-self:getX() + event.x or event.touch.x) * (1/self:getScaleX()) point.y = (-self:getY() + event.y or event.touch.y) * (1/self:getScaleY())
return(point) end
-- Calculate distance between two points function Camera:getDistance(p1, p2) local dx = p2.x - p1.x local dy = p2.y - p1.y
return(math.sqrt(dx^2 + dy^2)) end
-- Stop the camera from moving any more function Camera:stop() self:removeEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) self.velocity = nil self.time = nil end
-- A finger or mouse is pressed function Camera:onTouchesBegin(event) if self:hitTestPoint(event.touch.x, event.touch.y) then self.isFocus = true
if #event.allTouches <= 1 then self.mode = Camera.DRAG
-- Record the starting point self.x0 = event.touch.x self.y0 = event.touch.y
-- Stop any current camera movement self:stop()
-- Initialize our touch histories self.previousPoints = Template:X=event.touch.x,y=event.touch.y self.previousTimes = {os.timer()} else self.mode = Camera.SCALE
-- Only look at the last finger to touch, ignore intermediate fingers if event.touch.id == event.allTouches[#event.allTouches].id then -- Figure out initial distance self.initialDistance = self:getDistance(event.touch, event.allTouches[1]) self.initialScale = self:getScale() self.initialX = self:getX() self.initialY = self:getY() end end
event:stopPropagation() end end
function Camera:onTouchesMove(event) if self.isFocus then if self.mode == Camera.DRAG then -- Figure out how far we moved since last time local dx = event.touch.x - self.x0 local dy = event.touch.y - self.y0
-- Move the camera self:setX(self:getX() + dx) self:setY(self:getY() + dy)
-- Update our location self.x0 = event.touch.x self.y0 = event.touch.y
-- Update the anchor point self:updateAnchor()
-- Add to the stack for velocity calculations later table.insert(self.previousPoints, {x=event.touch.x,y=event.touch.y}) table.insert(self.previousTimes, os.timer())
-- Clean up old points -- NOTE: This is not the most efficient way to implement a stack with tables -- in LUA, but it's the simplest and performs fine for our purposes while #self.previousPoints > self.maxPoints do table.remove(self.previousPoints, 1) table.remove(self.previousTimes, 1) end elseif self.mode == Camera.SCALE then if #event.allTouches > 1 then -- Only look at the last finger to touch, ignore intermediate fingers if event.touch.id == event.allTouches[#event.allTouches].id then -- Figure out current distance local currentDistance = self:getDistance(event.touch, event.allTouches[1])
-- Change our scale self:setScale(currentDistance / self.initialDistance * self.initialScale)
-- Center on our anchor self:centerAnchor() end end end
event:stopPropagation() end end
function Camera:onTouchesEnd(event) if self.isFocus then if self.mode == Camera.DRAG then if self.previousPoints and #self.previousPoints > self.minPoints then -- calculate vectors between now and x points ago local new_time = os.timer() local vx = event.touch.x - self.previousPoints[1].x local vy = event.touch.y - self.previousPoints[1].y local vt = new_time - self.previousTimes[1]
-- Calculate our velocities self.velocity = {x=vx/vt, y=vy/vt} self.time = new_time
-- add an event listener to finish drawing the movement self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self) end
self.isFocus = false elseif self.mode == Camera.SCALE then -- If we're left with just 2 touches, then go back to DRAG mode if #event.allTouches == 2 then self.mode = Camera.DRAG
-- reset our last position based on whatever finger is left for a smooth -- transition back to DRAG mode if event.allTouches[1].id == event.touch.id then self.x0 = event.allTouches[2].x self.y0 = event.allTouches[2].y else self.x0 = event.allTouches[1].x self.y0 = event.allTouches[1].y end
-- Reset our histories self:stop()
self.previousPoints = Template:X=self.x0,y=self.y0 self.previousTimes = {os.timer()} end end
event:stopPropagation() end end
function Camera:onTouchesCancel(event) if self.isFocus then print("Camera TOUCHES_CANCEL", self.mode) self.isFocus = false event:stopPropogation() end end
-- This will continue moving the camera based on the velocities that were imparted on it, -- eventually slowing to a stop based on the friction. function Camera:onEnterFrame(event) if self.mode == Camera.DRAG then -- Figure out how much time has passed since the last frame local new_time = os.timer() local dt = new_time - self.time self.time = new_time
-- Calculate the distance we should move this frame local sx = self.velocity.x * dt local sy = self.velocity.y * dt
-- Apply friction self.velocity.x = self.velocity.x * self.friction self.velocity.y = self.velocity.y * self.friction
-- Check if we're slow enough to just stop if math.abs(self.velocity.x) < .1 then self.velocity.x = 0 end if math.abs(self.velocity.y) < .1 then self.velocity.y = 0 end
if self.velocity.x == 0 and self.velocity.y == 0 then self:stop() else -- Move us self:setX(self:getX() + sx) self:setY(self:getY() + sy)
-- Update our anchor self:updateAnchor() end end end </source>