Im currently making a throwaway Project to try something new and learn more about the language.
My Problem now is that i would like to attach a camera to my main Character but if i do so it semms it isnt Rendering or Drawing anything where try to attach the camera. in the below code i made some comments where i tryed to attach the camera so far with "--tryed camera attach here" but none of them worked.
Im using the hump camera from vrld:
https://github.com/vrld/hump
Also i using a StateMachine from:
http://howtomakeanrpg.com
I want that the camera follows my MainCharacter and Render the Map i created with Tiled based on the position of the Character.
But like at the top said, everytime i try to attach the camera everything in the "cam:attach()---cam:detach()" function isnt drawing anymore.
If you need more a detailed version of my code feel free to look at my GitHub repository or ask in comments
https://github.com/Butros55/MyGameProject/tree/camera
If anyone could help or look at it i would be greatly apprechiated.
My current Player code looks like this:
Code: Select all
Player = Class{}
doublejump = 0
gravity = 1000
-- initilases Player
function Player:init()
self.img = love.graphics.newImage('graphics/maincharacter/idle/adventurer-idle-00.png')
self.width = self.img:getWidth()
self.height = self.img:getHeight()
self.x = VIRTUAL_WIDTH / 2
self.y = VIRTUAL_HEIGHT - 10 - self.height
self.dx = 200
self.dy = 200
end
--updates Player for move jump or collision
function Player:update(dt)
self:move(dt)
self.dy = self.dy + gravity * dt
-- limit jump to doublejump
if love.keyboard.wasPressed('space') then
if doublejump < 2 then
self.dy = -250
doublejump = doublejump + 1
end
end
self.y = self.y + self.dy * dt
self:collision()
end
--Checks for collision with screen(window)
function Player:collision()
if self.y < 0 then
self.y = 0
elseif self.y > VIRTUAL_HEIGHT - 10 - self.height then
self.y = VIRTUAL_HEIGHT - 10 - self.height
-- reset double jump
doublejump = 0
end
if self.x > VIRTUAL_WIDTH - self.width then
self.x = VIRTUAL_WIDTH - self.width
elseif self.x < 0 then
self.x = 0
end
end
-- Checks for keyinput and changes x
function Player:move(dt)
if love.keyboard.isDown('right') then
self.x = self.x + self.dx * dt
elseif love.keyboard.isDown('left') then
self.x = self.x - self.dx * dt
end
end
--Renders Player img at position
function Player:render()
--tryed camera attach here
if love.keyboard.isDown('right') then
love.graphics.draw(self.img, self.x, self.y)
elseif love.keyboard.isDown('left') then
love.graphics.draw(self.img, self.x, self.y, 0, -1, 1)
else
love.graphics.draw(self.img, self.x, self.y)
end
--tryed camera attach here
end
Code: Select all
PlayState = Class{__includes = BaseState}
function PlayState:init()
self.player = Player()
end
function PlayState:update(dt)
self.player:update(dt)
end
function PlayState:render()
--tryed camera attach here
self.player:render()
--tryed camera attach here
end
Code: Select all
StateMachine = Class{}
-- initilase States with list
function StateMachine:init(states)
self.empty = {
render = function() end,
update = function() end,
enter = function() end,
exit = function() end
}
self.states = states or {}
self.current = self.empty
end
--change function for current State
function StateMachine:change(stateName, enterParams)
assert(self.states[stateName]) --check if state exist
self.current:exit()
self.current = self.states[stateName]()
self.current:enter(enterParams)
end
--update current State with dt
function StateMachine:update(dt)
self.current:update(dt)
end
--Render current State
function StateMachine:render()
self.current:render()
end
Code: Select all
function love.draw()
-- draw with push at virtual resolution
--tryed camera attach here
push:apply('start')
-- scale backround to Virtual resolution
backgroundWidth = gbackgrounds['background_0']:getWidth()
backgroundHeight = gbackgrounds['background_0']:getHeight()
backgroundWidth = gbackgrounds['background_1']:getWidth()
backgroundHeight = gbackgrounds['background_1']:getHeight()
backgroundWidth = gbackgrounds['background_2']:getWidth()
backgroundHeight = gbackgrounds['background_2']:getHeight()
love.graphics.draw(gbackgrounds['background_0'],
-- draw at x, y
0, 0,
-- no rotation
0,
VIRTUAL_WIDTH / (backgroundWidth -1) , VIRTUAL_HEIGHT / (backgroundHeight - 1))
love.graphics.draw(gbackgrounds['background_1'],
-- draw at x, y
0, 0,
-- no rotation
0,
VIRTUAL_WIDTH / (backgroundWidth -1) , VIRTUAL_HEIGHT / (backgroundHeight - 1))
love.graphics.draw(gbackgrounds['background_2'],
-- draw at x, y
0, 0,
-- no rotation
0,
VIRTUAL_WIDTH / (backgroundWidth -1) , VIRTUAL_HEIGHT / (backgroundHeight - 1))
--tryed camera attach here
GameMap:draw()
gStateMachine:render()
--tryed camera attach here
push:apply('end')
--tryed camera attach here
end