package funkin.ui; import funkin.graphics.framebuffer.GrabbableCamera; import flixel.FlxCamera; import flixel.FlxSprite; import flixel.math.FlxPoint; import funkin.util.MathUtil; class SwagCamera extends GrabbableCamera { /** * properly follow framerate * most of this just copied from FlxCamera, * only lines 96 and 97 are changed */ override public function updateFollow():Void { // Either follow the object closely, // or double check our deadzone and update accordingly. if (deadzone == null) { target.getMidpoint(_point); _point.addPoint(targetOffset); focusOn(_point); } else { var edge:Float; var targetX:Float = target.x + targetOffset.x; var targetY:Float = target.y + targetOffset.y; if (style == SCREEN_BY_SCREEN) { if (targetX >= (scroll.x + width)) { _scrollTarget.x += width; } else if (targetX < scroll.x) { _scrollTarget.x -= width; } if (targetY >= (scroll.y + height)) { _scrollTarget.y += height; } else if (targetY < scroll.y) { _scrollTarget.y -= height; } } else { edge = targetX - deadzone.x; if (_scrollTarget.x > edge) { _scrollTarget.x = edge; } edge = targetX + target.width - deadzone.x - deadzone.width; if (_scrollTarget.x < edge) { _scrollTarget.x = edge; } edge = targetY - deadzone.y; if (_scrollTarget.y > edge) { _scrollTarget.y = edge; } edge = targetY + target.height - deadzone.y - deadzone.height; if (_scrollTarget.y < edge) { _scrollTarget.y = edge; } } if ((target is FlxSprite)) { if (_lastTargetPosition == null) { _lastTargetPosition = FlxPoint.get(target.x, target.y); // Creates this point. } _scrollTarget.x += (target.x - _lastTargetPosition.x) * followLead.x; _scrollTarget.y += (target.y - _lastTargetPosition.y) * followLead.y; _lastTargetPosition.x = target.x; _lastTargetPosition.y = target.y; } if (followLerp >= 60 / FlxG.updateFramerate) { scroll.copyFrom(_scrollTarget); // no easing } else { // THIS THE PART THAT ACTUALLY MATTERS LOL scroll.x = MathUtil.coolLerp(scroll.x, _scrollTarget.x, followLerp); scroll.y = MathUtil.coolLerp(scroll.y, _scrollTarget.y, followLerp); // scroll.x += (_scrollTarget.x - scroll.x) * MathUtil.cameraLerp(followLerp); // scroll.y += (_scrollTarget.y - scroll.y) * MathUtil.cameraLerp(followLerp); } } } }