Godot 3.4.2
有以下方式
Camera2D 节点控制
extends Camera2D
export (OpenSimplexNoise) var noise : OpenSimplexNoise
export (float, 0, 1) var trauma : float = 0.5
export (float, 0, 1) var decay : float = 0.6
export var time_scale : float = 100
export var max_x : int = 150
export var max_y : int = 150
export var max_r : int = 25
var __time__ = 0.0
func _process(delta):
__time__ += delta
var shake = pow(trauma, 2)
offset.x = noise.get_noise_3d(__time__ * time_scale, 0, 0) * max_x * shake
offset.y = noise.get_noise_3d(0, __time__ * time_scale, 0) * max_y * shake
rotation_degrees = noise.get_noise_3d(0, 0, __time__ * time_scale) * max_r * shake
if trauma > 0:
trauma = clamp(trauma - (delta * decay), 0, 1)
extends Camera2D
class_name ShakeCamera2D
export var decay = 0.8 # How quickly the shaking stops [0, 1].
export var max_offset = Vector2(100, 50) # Maximum hor/ver shake in pixels.
export var max_roll = 0.1 # Maximum rotation in radians (use sparingly).
export (NodePath) var target # Assign the node this camera will follow.
var trauma = 0.0 # Current shake strength.
var trauma_power = 2 # Trauma exponent. Use [2, 3].
onready var noise = OpenSimplexNoise.new()
var noise_y = 0
func _ready():
randomize()
noise.seed = randi()
noise.period = 4
noise.octaves = 2
func _process(delta):
if target:
global_position = get_node(target).global_position
if trauma:
trauma = max(trauma - decay * delta, 0)
shake()
func shake():
var amount = pow(trauma, trauma_power)
noise_y += 1
# Using noise
rotation = max_roll * amount * noise.get_noise_2d(noise.seed, noise_y)
offset.x = max_offset.x * amount * noise.get_noise_2d(noise.seed*2, noise_y)
offset.y = max_offset.y * amount * noise.get_noise_2d(noise.seed*3, noise_y)
# Pure randomness
# rotation = max_roll * amount * rand_range(-1, 1)
# offset.x = max_offset.x * amount * rand_range(-1, 1)
# offset.y = max_offset.y * amount * rand_range(-1, 1)
func add_trauma(amount):
trauma = min(trauma + amount, 1.0)
Tween 节点控制
extends Tween
class_name CameraShaker
export var camera_path : NodePath
var camera :Camera2D = null
func _ready():
camera = get_node_or_null(camera_path)
func disturb_offset(strength : float):
camera.offset.x = rand_range(-strength,strength)
camera.offset.y = rand_range(-strength,strength)
func shake(strength : float,duration : float = 1.0):
if camera != null:
interpolate_method(self,"disturb_offset",strength,0,duration,Tween.TRANS_SINE,Tween.EASE_OUT,0)
start()