![]() That caused me a lot of headache, so instead of doing that, I thought this method is simpler and more useful in terms of reusability. This way, you will not need to deal with the boundaries of the world and how the camera will interact with that. This provides a camera that is locked in a particular section. After adjusting the position of the sections, it will look like below:Īnd it will change the camera to the other section as we collide with another section. We will repeat this many times until we cover all the game world. Now the only thing left is to add Section components to our game world. If (body.Name = "player" & camera != null) GD.Print(String.Format("Preparing section. Whenever a scene loads a section, it will call _Ready method, let's see how that goes. Private void _UninitCameraSignal(Node body)ĬameraScene property will be used to load Camera component on the fly and camera property will be used to mutate its properties, such as current property of Camera2D. Private void _InitCameraSignal(Node body) Section component will deal with setting the camera when player collides. The things you need to be sure is to set Anchor Mode to "Fixed TopLeft" so that the camera's origin should be at top-left, which makes it easy to place on game world, and Current to "On" to immediately focus on that camera when the game loads. On the other hand, Camera component is actually a very simple scene, containing only a Camera2D node named camera as root. body_exited to _UninitCameraSignal() on Section component, which means on itself.body_entered to _InitCameraSignal() on Section component, which means on itself.Also, collision's boundaries are set exactly to the game resolution as it's seen by the green rectangle above. That's because it would cover entire game world with a blue mask while we develop the game and make it quite harder to see and manipulate the world. Notice how collision node's visible property is set to false by default. The scene tree is formed as below: - section: Area2D - collision: CollisionShape2D(visible=false) This is how Section component looks like. In body_exited signal, we will do the reverse. In body_entered signal, we will invoke a method that loads Camera component on runtime, add it to the tree as a child and set it as the current camera. Whenever the player collides with Section, it will emit two signals for Area2D, named body_entered and body_exited. In this case, I need two exact components: These are meant to be injected into a scene and used. Some scenes are not meant to be launched directly. The main tip for Godot is to save everything as scene for reusability purposes. So the logic is simple, when the player collides with one section, switch the camera to that section. These sections are only as large as the resolution of the game. ![]() In this image, I split my world into two sections, which are marked with blue rectangle (and pointed at with blue arrows if you cannot see it). To visualize what I'm saying, see the image below: Basically, my game could be divided by section, which utilizes the resolution of the game as constant. My first goal was to implement a camera that will collide with boundaries but that complicated things a lot. It's actually a bit hard to setup the camera for Godot and it really depends on your needs. If you use GDScript, it still should click how you implement a similar logic in that domain.Īlso, this method has drawbacks as well as benefits, which is to be discussed at the end of this article. C#: This tutorial mainly uses the new C# feature of Godot, which is still to be considered experimental at this point.If you've got version 2, there might be some huge differences. Godot 3.2: Alright, this is not strictly required but it's the latest stable version of Godot 3.Before going through, however, you need to check that you satisfy some requirements and environments listed below: I will talk about how you implement a camera in a top-down RPG game in Godot. ![]()
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