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# This function should be called whenever the character moves. | |
func update_camera(character_pos): | |
var new_camera_pos = self.get_global_pos() | |
# Check if the character reaches the right margin. | |
if character_pos.x > self.get_global_pos().x + screen_size.width * (drag_margin_right - 0.5): | |
new_camera_pos.x = character_pos.x - screen_size.width * (drag_margin_right - 0.5) | |
# Check if the character reaches the left margin. | |
elif character_pos.x < self.get_global_pos().x + screen_size.width * (drag_margin_left - 0.5): | |
# Character reaches the left drag margin. | |
new_camera_pos.x = character_pos.x + screen_size.width * (0.5 - drag_margin_left) | |
# Clamp the new camera position within the limits. | |
new_camera_pos.x = clamp(new_camera_pos.x, left_limit + screen_size.width * 0.5, right_limit - screen_size.width * 0.5) | |
new_camera_pos.y = clamp(new_camera_pos.y, top_limit + screen_size.height * 0.5, bottom_limit - screen_size.height * 0.5) | |
# Actually update the position of the camera. | |
self.set_global_pos(new_camera_pos) |
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