![]() 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: ![]() But it feels also a bit weird that the camera movement is fragile if I allow resizing of the viewport.I will talk about how you implement a camera in a top-down RPG game in Godot. Is this kind of hard requirement okay? I feel like solving the problem of adjusting camera movement script to random resizing to be a rabbit hole on its own and I should focus on prototyping the game core. I might just make the game allow only full-screen mode. ![]() So I set the minimum zoom value to 0.75, maximum zoom value to 1.0 and checked that it works fine on 1920 x 1080 resolution, 1052 x 651 resolution as well as full-screen mode. Drastic zooming in/out would disrupt the min and max values put into the clamp and lead to errors. This is because I need to keep track of the camera limit and clamp the camera's position within the 4 camera limits. If the root viewport is resized larger and the zoom is on a lower number, it breaks my code and the camera movement won't work properly. I've worked on a Camera2D movement with zooming in/out that sort of breaks if I allow custom resizing of the viewport. HDRI Haven – CC0-licensed panorama skies.CC0 Textures ⋅ ⋅ Texture Haven – CC0-licensed PBR materials. ![]()
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