Created
December 1, 2020 09:06
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Godot's Orthogonal Camera3D Shake Script based on https://godotengine.org/qa/438/camera2d-screen-shake-extension?show=438#q438
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extends Camera | |
var _duration = 0.0 | |
var _period_in_ms = 0.0 | |
var _amplitude = 0.0 | |
var _timer = 0.0 | |
var _last_shook_timer = 0 | |
var _previous_x = 0.0 | |
var _previous_z = 0.0 | |
var _last_offset: Vector3 | |
var _offset: Vector3 | |
onready var _original_pos: Vector3 = translation | |
func _ready(): | |
set_process(false) | |
# Shake with decreasing intensity while there's time remaining. | |
func _process(delta): | |
# Only shake when there's shake time remaining. | |
if _timer == 0: | |
_offset = Vector3.ZERO | |
set_process(false) | |
return | |
# Only shake on certain frames. | |
_last_shook_timer = _last_shook_timer + delta | |
# Be mathematically correct in the face of lag; usually only happens once. | |
while _last_shook_timer >= _period_in_ms: | |
_last_shook_timer = _last_shook_timer - _period_in_ms | |
# Lerp between [amplitude] and 0.0 intensity based on remaining shake time. | |
var intensity = _amplitude * (1 - ((_duration - _timer) / _duration)) | |
# Noise calculation logic from http://jonny.morrill.me/blog/view/14 | |
var new_x = rand_range(-1.0, 1.0) | |
var x_component = intensity * (_previous_x + (delta * (new_x - _previous_x))) | |
var new_z = rand_range(-1.0, 1.0) | |
var z_component = intensity * (_previous_z + (delta * (new_z - _previous_z))) | |
_previous_x = new_x | |
_previous_z = new_z | |
# Track how much we've moved the offset, as opposed to other effects. | |
var new_offset = Vector3(x_component, 0.0, z_component) | |
_offset = _offset - _last_offset + new_offset | |
_last_offset = new_offset | |
# Reset the offset when we're done shaking. | |
_timer = _timer - delta | |
if _timer <= 0: | |
_timer = 0 | |
_offset = Vector3.ZERO | |
translation = _original_pos + _offset | |
# Kick off a new screenshake effect. | |
func shake(duration, frequency, amplitude): | |
# Don't interrupt current shake duration | |
if(_timer != 0): | |
return | |
# Initialize variables. | |
_duration = duration | |
_timer = duration | |
_period_in_ms = 1.0 / frequency | |
_amplitude = amplitude | |
_previous_x = rand_range(-1.0, 1.0) | |
_previous_z = rand_range(-1.0, 1.0) | |
# Reset previous offset, if any. | |
_offset = _offset - _last_offset | |
_last_offset = Vector3.ZERO | |
set_process(true) |
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