MAKE A ONE-BUTTON GAME USING PICO8 #5 – CAMERA
This week, we will work on moving the camera to follow the player’s character when it changes the current block. The code that need to add can divide into 2 parts.
1. Move the camera to the target position
2. Detect when changing the current block and calculate for the target position.
MOVING CAMERA
For moving camera, It requires new variables to keep the current position and target position.
camera_data = {x=0,y=0,target_x=0,target_y=0}
And a new function for calculating the target position from a given block data. Why we need this function? because we want the target position shows at the center of the screen. It means we need to add offset values to the target position.
function set_camera_target(b) if b == nil then return end local block_center_x = b.x + b.w/2 local block_center_y = b.y - b.h/2 camera_data.target_x = block_center_x - 64 camera_data.target_y = block_center_y - 64 end
Now we have variables and a function for calculating the target position for the camera. we will implement a function to update the camera position.
function update_camera() if camera_data.x > camera_data.target_x then camera_data.x -= 1 elseif camera_data.x < camera_data.target_x then camera_data.x += 1 end if camera_data.y > camera_data.target_y then camera_data.y -= 1 elseif camera_data.y < camera_data.target_y then camera_data.y += 1 end camera(camera_data.x, camera_data.y) end
CHANGE THE CAMERA'S TARGET POSITION
The last part is about to decide when to start moving the camera. The condition for changing is every time when the player’s character changes the current block and distance between the camera’s target position and center of the current block exceed the threshold.
function distance(x1,y1,x2,y2)
local dx = x1-x2 local dy = y1-y2 local distance = sqrt(dx*dx+dy*dy) return distance end function change_current_block(b) current_block = b local d = distance(camera_data.target_x + 64, camera_data.target_y + 64, current_block.x + current_block.w/2, current_block.y - current_block.h/2) _debug = d if d > 12 then set_camera_target(current_block) end end
PUT EVERYTHING TOGETHER
We will start modifying code follow these steps.
1. Replacing the places that we assign value to the current block variable directly into set value via the new function.
2. Add update_camerat() into _update60()
3. Add more blocks in _init()
4. Modify player_hit_obstacle() to use distance()
RESULT
SOURCE CODE
player = {x=64,y=64,di=1,jump_counter=0,ground=true}
current_block = nil block_list = {} function create_block(x,y,w,h) return {x=x,y=y,w=w,h=h,obstacles={}} end function draw_block(b,c) if (b == nil) return rect(b.x,b.y,b.x+b.w,b.y-b.h,c) for obs in all(b.obstacles) do print("✽", b.x + (b.w*obs.value), b.y - 6, 8) end end function distance(x1,y1,x2,y2) local dx = x1-x2 local dy = y1-y2 local distance = sqrt(dx*dx+dy*dy) return distance end function change_current_block(b) current_block = b local d = distance(camera_data.target_x + 64, camera_data.target_y + 64, current_block.x + current_block.w/2, current_block.y - current_block.h/2) _debug = d if d > 12 then set_camera_target(current_block) end end function add_obstacle(b,v) if (b == nil) return add(b.obstacles, {value=v}) end function is_inside_block(x,y,b) if (b == nil) return if x >= b.x and x < b.x + b.w then if y <= b.y and y > b.y - b.h then return true end end
return false end function player_running() local next_px = player.x + player.di if is_inside_block(player.x, player.y, current_block) == true and is_inside_block(next_px, player.y, current_block) == false then player.di = player.di * -1 next_px = player.x + player.di end player.x = next_px end function player_jumping() if btnp(4) then if player.jump_counter == 0 and player.ground == true then player.jump_counter = 20 player.ground = false end end local next_py = player.y if player.jump_counter > 0 then player.jump_counter -= 1 if player.jump_counter > 10 then next_py = player.y - 1 else next_py = player.y end end player.y = next_py end function player_apply_gravity() local next_py = player.y if player.ground == false then if player.jump_counter <= 0 then next_py += 1 if is_inside_block(player.x, player.y, current_block) == true and is_inside_block(player.x, next_py, current_block) == false then next_py = player.y player.ground = true end end end player.y = next_py end function player_find_new_current_block() if player.ground == false and is_inside_block(player.x, player.y, current_block) == false then for b in all(block_list) do if is_inside_block(player.x, player.y, b) == true then change_current_block(b) break end end end end function player_hit_obstacle(b) if b == nil then return false end if is_inside_block(player.x, player.y, current_block) == false then return false end for o in all(b.obstacles) do local d = distance(player.x, player.y, (b.x + b.w * o.value), b.y) if d < 3 then return true end end end function player_reset() player = {x=64,y=64,di=1,jump_counter=0,ground=true} change_current_block(block_list[1]) end camera_data = {x=0,y=0,target_x=0,target_y=0} function set_camera_target(b) if b == nil then return end local block_center_x = b.x + b.w/2 local block_center_y = b.y - b.h/2 camera_data.target_x = block_center_x - 64 camera_data.target_y = block_center_y - 64 end function update_camera() if camera_data.x > camera_data.target_x then camera_data.x -= 1 elseif camera_data.x < camera_data.target_x then camera_data.x += 1 end if camera_data.y > camera_data.target_y then camera_data.y -= 1 elseif camera_data.y < camera_data.target_y then camera_data.y += 1 end camera(camera_data.x, camera_data.y) end function _init() add(block_list, create_block(16,64,96,8)) add(block_list, create_block(16,56,96,8)) add(block_list, create_block(16,48,96,8)) add(block_list, create_block(16,40,96,8)) add(block_list, create_block(16,32,96,8)) player_reset() add_obstacle(block_list[2], 0.8) add_obstacle(block_list[3], 0.2) add_obstacle(block_list[3], 0.5) add_obstacle(block_list[5], 0.7) end function _update60() player_running() player_jumping() player_apply_gravity() player_find_new_current_block() local hit_result = player_hit_obstacle(current_block) if hit_result == true then player_reset() end update_camera() end function _draw() cls(0) print("웃", player.x-3, player.y - 5, 7) for b in all(block_list) do draw_block(b, 7) end end