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https://github.com/Relintai/pandemonium_demo_projects.git
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109 lines
4.0 KiB
GDScript
109 lines
4.0 KiB
GDScript
extends Spatial
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# Handle the motion of both player cameras as well as communication with the
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# SplitScreen shader to achieve the dynamic split screen effet
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#
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# Cameras are place on the segment joining the two players, either in the middle
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# if players are close enough or at a fixed distance if they are not.
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# In the first case, both cameras being at the same location, only the view of
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# the first one is used for the entire screen thus allowing the players to play
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# on a unsplit screen.
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# In the second case, the screen is split in two with a line perpendicular to the
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# segement joining the two players.
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#
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# The points of customization are:
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# max_separation: the distance between players at which the view starts to split
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# split_line_thickness: the thickness of the split line in pixels
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# split_line_color: color of the split line
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# adaptive_split_line_thickness: if true, the split line thickness will vary
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# depending on the distance between players. If false, the thickness will
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# be constant and equal to split_line_thickness
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export(float) var max_separation = 20.0
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export(float) var split_line_thickness = 3.0
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export(Color, RGBA) var split_line_color = Color.black
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export(bool) var adaptive_split_line_thickness = true
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onready var player1 = $"../Player1"
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onready var player2 = $"../Player2"
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onready var view = $View
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onready var viewport1 = $Viewport1
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onready var viewport2 = $Viewport2
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onready var camera1 = viewport1.get_node("Camera1")
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onready var camera2 = viewport2.get_node("Camera2")
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func _ready():
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_on_size_changed()
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_update_splitscreen()
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get_viewport().connect("size_changed", self, "_on_size_changed")
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view.material.set_shader_param("viewport1", viewport1.get_texture())
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view.material.set_shader_param("viewport2", viewport2.get_texture())
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func _process(_delta):
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_move_cameras()
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_update_splitscreen()
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func _move_cameras():
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var position_difference = _compute_position_difference_in_world()
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var distance = clamp(_compute_horizontal_length(position_difference), 0, max_separation)
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position_difference = position_difference.normalized() * distance
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camera1.translation.x = player1.translation.x + position_difference.x / 2.0
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camera1.translation.z = player1.translation.z + position_difference.z / 2.0
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camera2.translation.x = player2.translation.x - position_difference.x / 2.0
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camera2.translation.z = player2.translation.z - position_difference.z / 2.0
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func _update_splitscreen():
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var screen_size = get_viewport().get_visible_rect().size
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var player1_position = camera1.unproject_position(player1.translation) / screen_size
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var player2_position = camera2.unproject_position(player2.translation) / screen_size
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var thickness
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if adaptive_split_line_thickness:
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var position_difference = _compute_position_difference_in_world()
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var distance = _compute_horizontal_length(position_difference)
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thickness = lerp(0, split_line_thickness, (distance - max_separation) / max_separation)
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thickness = clamp(thickness, 0, split_line_thickness)
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else:
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thickness = split_line_thickness
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view.material.set_shader_param("split_active", _get_split_state())
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view.material.set_shader_param("player1_position", player1_position)
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view.material.set_shader_param("player2_position", player2_position)
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view.material.set_shader_param("split_line_thickness", thickness)
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view.material.set_shader_param("split_line_color", split_line_color)
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# Split screen is active if players are too far apart from each other.
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# Only the horizontal components (x, z) are used for distance computation
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func _get_split_state():
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var position_difference = _compute_position_difference_in_world()
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var separation_distance = _compute_horizontal_length(position_difference)
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return separation_distance > max_separation
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func _on_size_changed():
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var screen_size = get_viewport().get_visible_rect().size
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$Viewport1.size = screen_size
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$Viewport2.size = screen_size
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view.material.set_shader_param("viewport_size", screen_size)
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func _compute_position_difference_in_world():
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return player2.translation - player1.translation
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func _compute_horizontal_length(vec):
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return Vector2(vec.x, vec.z).length()
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