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https://github.com/ninjamuffin99/Funkin.git
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104 lines
2.7 KiB
Haxe
104 lines
2.7 KiB
Haxe
package funkin.ui;
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import flixel.FlxCamera;
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import flixel.FlxSprite;
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import flixel.math.FlxPoint;
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import funkin.util.MathUtil;
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class SwagCamera extends FlxCamera
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{
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/**
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* properly follow framerate
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* most of this just copied from FlxCamera,
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* only lines 96 and 97 are changed
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*/
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override public function updateFollow():Void
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{
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// Either follow the object closely,
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// or double check our deadzone and update accordingly.
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if (deadzone == null)
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{
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target.getMidpoint(_point);
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_point.addPoint(targetOffset);
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focusOn(_point);
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}
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else
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{
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var edge:Float;
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var targetX:Float = target.x + targetOffset.x;
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var targetY:Float = target.y + targetOffset.y;
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if (style == SCREEN_BY_SCREEN)
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{
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if (targetX >= (scroll.x + width))
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{
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_scrollTarget.x += width;
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}
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else if (targetX < scroll.x)
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{
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_scrollTarget.x -= width;
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}
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if (targetY >= (scroll.y + height))
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{
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_scrollTarget.y += height;
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}
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else if (targetY < scroll.y)
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{
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_scrollTarget.y -= height;
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}
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}
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else
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{
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edge = targetX - deadzone.x;
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if (_scrollTarget.x > edge)
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{
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_scrollTarget.x = edge;
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}
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edge = targetX + target.width - deadzone.x - deadzone.width;
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if (_scrollTarget.x < edge)
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{
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_scrollTarget.x = edge;
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}
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edge = targetY - deadzone.y;
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if (_scrollTarget.y > edge)
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{
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_scrollTarget.y = edge;
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}
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edge = targetY + target.height - deadzone.y - deadzone.height;
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if (_scrollTarget.y < edge)
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{
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_scrollTarget.y = edge;
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}
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}
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if ((target is FlxSprite))
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{
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if (_lastTargetPosition == null)
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{
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_lastTargetPosition = FlxPoint.get(target.x, target.y); // Creates this point.
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}
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_scrollTarget.x += (target.x - _lastTargetPosition.x) * followLead.x;
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_scrollTarget.y += (target.y - _lastTargetPosition.y) * followLead.y;
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_lastTargetPosition.x = target.x;
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_lastTargetPosition.y = target.y;
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}
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if (followLerp >= 60 / FlxG.updateFramerate)
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{
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scroll.copyFrom(_scrollTarget); // no easing
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}
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else
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{
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// THIS THE PART THAT ACTUALLY MATTERS LOL
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scroll.x = MathUtil.coolLerp(scroll.x, _scrollTarget.x, followLerp);
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scroll.y = MathUtil.coolLerp(scroll.y, _scrollTarget.y, followLerp);
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// scroll.x += (_scrollTarget.x - scroll.x) * MathUtil.cameraLerp(followLerp);
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// scroll.y += (_scrollTarget.y - scroll.y) * MathUtil.cameraLerp(followLerp);
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}
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}
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}
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}
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