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2D_camera.py
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from settings import screen, screen_height, screen_width, has_joystick, joystick, resource_path
class YSortCameraGroup(pygame.sprite.Group):
# in godot we call it YSort to make 2.5D
def __init__(self):
# general setup
super().__init__()
# camera offset
self.offset = pygame.math.Vector2()
# to stay player in middle of screen. cut it half.
self.half_screen_width = screen.get_size()[0]//2
self.half_screen_height = screen.get_size()[1]//2
# //2 to get divide 2 result in int
# box camera setup
# self.camera_borders = {'left': 200, 'right': 200, 'top': 100, 'bottom': 100}
self.camera_borders = {'left': 400, 'right': 200, 'top': 200, 'bottom': 200}
camera_boarders_left = self.camera_borders['left']
camera_boarders_top = self.camera_borders['top']
camera_boarders_width = screen.get_size()[0] - (self.camera_borders['left'] + self.camera_borders['right'])
camera_boarders_height = screen.get_size()[1] - (self.camera_borders['top'] + self.camera_borders['bottom'])
self.camera_rect = pygame.Rect(camera_boarders_left, camera_boarders_top, camera_boarders_width, camera_boarders_height)
# creating the floor/ground
self.floor_surf = pygame.image.load(resource_path('assets/graphics/tilemap/ground.png')).convert()
self.floor_rect = self.floor_surf.get_rect(topleft = (0, 0))
# camera speed
self.keyboard_speed = 5
self.mouse_speed = 0.4
# zoom
self.zoom_scale = 1
# don't set too large would be lag
self.internal_surface_size = (screen_width * 3, screen_height * 3)
self.internal_surface = pygame.Surface(self.internal_surface_size, pygame.SRCALPHA)
self.internal_rect = self.internal_surface.get_rect(center = (self.half_screen_width, self.half_screen_height))
self.internal_surface_size_vector = pygame.math.Vector2(self.internal_surface_size)
self.internal_offset = pygame.math.Vector2() # need to add after all offset: ground and every object
self.internal_offset.x = self.internal_surface_size[0] // 2 - self.half_screen_width
self.internal_offset.y = self.internal_surface_size[1] // 2 - self.half_screen_height
self.zoom_scale_mininum = screen_width/self.internal_surface_size[0] # change to large scale
self.zoom_scale_maxinum = self.internal_surface_size[0]/screen_width
# self.zoom_scale_mininum = 0.1 # change to large scale
# self.zoom_scale_maxinum = 5
self.mouse_camera = False
self.test_camera_box = False
def center_target_camera(self, target):
# put target at camera center
# self.offset.x = player.rect.centerx - self.half_screen_width
# self.offset.y = player.rect.centery - self.half_screen_height
self.offset.x = target.rect.centerx - self.half_screen_width
self.offset.y = target.rect.centery - self.half_screen_height
def box_target_camera(self, target):
if target.rect.left < self.camera_rect.left:
self.camera_rect.left = target.rect.left
if target.rect.right > self.camera_rect.right:
self.camera_rect.right = target.rect.right
if target.rect.top < self.camera_rect.top:
self.camera_rect.top = target.rect.top
if target.rect.bottom > self.camera_rect.bottom:
self.camera_rect.bottom = target.rect.bottom
self.offset.x = self.camera_rect.left - self.camera_borders['left']
self.offset.y = self.camera_rect.top - self.camera_borders['top']
def keyboard_control_camera(self):
keys = pygame.key.get_pressed()
# ver 1 only for keyboard
# if keys[pygame.K_a]:self.offset.x -= self.keyboard_speed
# if keys[pygame.K_d]:self.offset.x += self.keyboard_speed
# if keys[pygame.K_w]:self.offset.y -= self.keyboard_speed
# if keys[pygame.K_s]:self.offset.y += self.keyboard_speed
# ver 2 for keyboard and camera box
if keys[pygame.K_t]:self.camera_rect.x -= self.keyboard_speed
if keys[pygame.K_y]:self.camera_rect.x += self.keyboard_speed
if keys[pygame.K_g]:self.camera_rect.y -= self.keyboard_speed
if keys[pygame.K_h]:self.camera_rect.y += self.keyboard_speed
self.offset.x = self.camera_rect.left - self.camera_borders['left']
self.offset.y = self.camera_rect.top - self.camera_borders['top']
def mouse_control_camera(self):
# mouse setting
# pygame.event.set_grab(True) # make mouse can't leave screen anymore
if pygame.mouse.get_focused():
mouse = pygame.math.Vector2(pygame.mouse.get_pos())
mouse_offset_vector = pygame.math.Vector2()
left_border = self.camera_borders['left']
top_border = self.camera_borders['top']
right_border = screen.get_size()[0] - self.camera_borders['right']
bottom_border = screen.get_size()[1] - self.camera_borders['bottom']
if top_border < mouse.y < bottom_border:
if mouse.x < left_border:
mouse_offset_vector.x = mouse.x - left_border
# pygame.mouse.set_pos((left_border, mouse.y))
if mouse.x > right_border:
mouse_offset_vector.x = mouse.x - right_border
# pygame.mouse.set_pos((right_border, mouse.y))
elif mouse.y < top_border:
if mouse.x < left_border:
mouse_offset_vector = mouse - pygame.math.Vector2(left_border, top_border)
# pygame.mouse.set_pos((left_border, top_border))
if mouse.x > right_border:
mouse_offset_vector = mouse - pygame.math.Vector2(right_border, top_border)
# pygame.mouse.set_pos((right_border, top_border))
elif mouse.y > bottom_border:
if mouse.x < left_border:
mouse_offset_vector = mouse - pygame.math.Vector2(left_border, bottom_border)
# pygame.mouse.set_pos((left_border, bottom_border))
if mouse.x > right_border:
mouse_offset_vector = mouse - pygame.math.Vector2(right_border, bottom_border)
# pygame.mouse.set_pos((right_border, bottom_border))
if left_border < mouse.x < right_border:
if mouse.y < top_border:
mouse_offset_vector.y = mouse.y - top_border
# pygame.mouse.set_pos((mouse.x, top_border))
if mouse.y > bottom_border:
mouse_offset_vector.y = mouse.y - bottom_border
# pygame.mouse.set_pos((mouse.x, bottom_border))
# self.offset += mouse_offset_vector * self.mouse_speed # ver 1 for only mouse
self.camera_rect.x += mouse_offset_vector.x * self.mouse_speed
self.camera_rect.y += mouse_offset_vector.y * self.mouse_speed
def zoom_keyboard_control(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_EQUALS]:
self.zoom_scale += 0.1
if keys[pygame.K_MINUS]:
self.zoom_scale -= 0.1
if keys[pygame.K_9]:
self.zoom_scale = 1
def camera_joystick_control(self, player):
if joystick.get_button(5):
# right button
self.zoom_scale += 0.1
if joystick.get_button(4):
# left button
self.zoom_scale -= 0.1
if hasattr(player, 'joystick_camera'):
if player.joystick_camera:
if joystick.get_hat(0)[0]==-1:self.camera_rect.x -= self.keyboard_speed
if joystick.get_hat(0)[0]==1:self.camera_rect.x += self.keyboard_speed
if joystick.get_hat(0)[1]==1:self.camera_rect.y -= self.keyboard_speed
if joystick.get_hat(0)[1]==-1:self.camera_rect.y += self.keyboard_speed
self.offset.x = self.camera_rect.left - self.camera_borders['left']
self.offset.y = self.camera_rect.top - self.camera_borders['top']
def custom_draw(self, player):
# getting the offset
# self.center_target_camera(player) # center camera
self.box_target_camera(player) # camera box
self.keyboard_control_camera()
self.zoom_keyboard_control()
# for joy stick
if has_joystick:
self.camera_joystick_control(player)
if self.mouse_camera:
self.mouse_control_camera()
# limit scale size
if self.zoom_scale < self.zoom_scale_mininum:
self.zoom_scale = self.zoom_scale_mininum
elif self.zoom_scale > self.zoom_scale_maxinum:
self.zoom_scale = self.zoom_scale_maxinum
self.internal_surface.fill('grey')
# drawing the floor
# offset needed
# floor_offset_pos = self.floor_rect.topleft - self.offset + self.internal_offset # stick at same map pos
floor_offset_pos = self.floor_rect.topleft # fixed stick at screen pos
self.internal_surface.blit(self.floor_surf, floor_offset_pos)
# for sprite in self.sprites():
for sprite in sorted(self.sprites(), key = lambda sprite: sprite.rect.centery):
# use sort to create the YSort. and now it has overlap.
# for camera sprite.rect need to add a offset.
# and offset comes from player
# offset needed
offset_pos = sprite.rect.topleft - self.offset + self.internal_offset
# to make camera direction right need to subtract offset
# screen.blit(sprite.image, offset_pos)
if hasattr(sprite, 'type'):
if sprite.type == 'player':
sprite.offset_pos = sprite.rect.center - self.offset
self.internal_surface.blit(sprite.image, offset_pos)
scaled_surf = pygame.transform.scale(self.internal_surface, self.internal_surface_size_vector * self.zoom_scale)
scaled_rect = scaled_surf.get_rect(center = (self.half_screen_width, self.half_screen_height))
screen.blit(scaled_surf, scaled_rect)
if self.test_camera_box:
# camera box line
pygame.draw.rect(screen, 'yellow', self.camera_rect, 5)