class_name LevelCamera extends Camera2D @export_range(0, 1, 0.01) var ball_weight: float = 0.6 @export_range(0, 1, 0.01) var player_weight: float = 0.2 @export var follow_speed: float = 8.0 @export var deadzone_margin: float = 100.0 var level: Level var target_pos: Vector2 = Vector2.ZERO func _ready() -> void: await owner.ready level = owner as Level assert(level != null, "The LevelCamera type must be used only in the level scene. It needs the owner to be a Level node.") func follow_gameplay(delta: float) -> void: var total_weight: float = ball_weight + player_weight * 2.0 target_pos = ( level.ball.global_position * ball_weight + level.player_1.global_position * player_weight + level.player_2.global_position * player_weight ) / total_weight global_position = global_position.lerp(target_pos, follow_speed * delta) var spread: float = maxf( absf(level.player_1.global_position.x - level.player_2.global_position.x), absf(level.player_1.global_position.y - level.player_2.global_position.y) ) var target_zoom: Vector2 = Vector2.ONE * (600.0 / spread) zoom = target_zoom.limit_length(1.5)