关于 camera-system
面向 Godot 4.3+ 开发者的 2D 与 3D 摄像机系统技能指南,提供 GDScript 和 C# 示例。内容涵盖平滑跟随、震动、镜头切换和分屏等模式。
主要功能
- 01Camera2D 平滑、边界与缩放
- 02平滑跟随和前视模式
- 03基于创伤值的屏幕震动
- 04房间区域与摄像机过渡
- 05第三人称、环绕及第一人称设置
- 06SubViewport 分屏布局
适用场景
- 01为 TileMap 或关卡设置镜头边界
- 02为爆炸效果添加摄像机震动
- 03在不同房间间切换镜头
- 04构建本地多人分屏画面
安装
复制下面的命令,在终端中运行。
npx skills add https:/ / github.com/ jame581/ godotprompter --skill camera-system安装后在 Claude Code 中输入/camera-system确认已加载。
包含的文件
除 SKILL.md 外,安装时一起下载的参考资料和脚本。
references/camera-zones.mdcamera3d-patterns.mdsplit-screen.mdtransitions.md详细介绍
Godot 4.3+ 中的摄像机系统
所有示例均适用于 Godot 4.3+,不使用已弃用的 API。先展示 GDScript,再展示 C#。
相关技能: player-controller 用于第一人称摄像机设置,state-machine 用于摄像机状态转换,godot-optimization 用于摄像机剔除和性能优化,physics-system 用于物理插值和摄像机平滑,2d-essentials 用于画布图层、视差滚动和坐标转换,math-essentials 用于 smoothstep 和基于 lerp 的插值,tween-animation 用于摄像机抖动和电影式转场,phantom-camera 用于 Cinemachine 风格的摄像机插件。
1. Camera2D 基础
关键属性
| 属性 | 类型 | 描述 |
|---|---|---|
position_smoothing_enabled | bool | 启用内置位置平滑(向目标进行 lerp) |
position_smoothing_speed | float | 内置平滑速度(默认值为 5.0) |
drag_horizontal_enabled | bool | 启用水平拖动区域;仅当目标移出区域时摄像机才会移动 |
drag_vertical_enabled | bool | 启用垂直拖动区域 |
limit_left | int | 左侧像素边界——摄像机不会滚动越过此边界 |
limit_right | int | 右侧像素边界 |
limit_top | int | 顶部像素边界 |
limit_bottom | int | 底部像素边界 |
zoom | Vector2 | 缩放级别;Vector2(2, 2) = 放大 2 倍,Vector2(0.5, 0.5) = 缩小 |
将边界设置为与瓦片地图或关卡范围一致,这样摄像机就不会显示世界范围之外的区域。边界以世界像素为单位,而不是瓦片。
2. 平滑跟随
手动跟随摄像机比内置平滑有更大的控制空间——你可以添加前视、偏移和自定义缓动。
GDScript
extends Camera2D
## Target node to follow (assign in Inspector or via code)
@export var target: Node2D
## How quickly the camera catches up to the target (higher = snappier)
@export var follow_speed: float = 8.0
## How far ahead the camera leads in the movement direction
@export var look_ahead_distance: float = 80.0
## How quickly the look-ahead offset responds to direction changes
@export var look_ahead_speed: float = 4.0
var _look_ahead_offset: Vector2 = Vector2.ZERO
var _previous_target_pos: Vector2 = Vector2.ZERO
func _ready() -> void:
# Disable built-in smoothing — we handle it manually
position_smoothing_enabled = false
if target:
_previous_target_pos = target.global_position
global_position = target.global_position
func _process(delta: float) -> void:
if not target:
return
# Compute movement direction from last frame
var move_delta: Vector2 = target.global_position - _previous_target_pos
_previous_target_pos = target.global_position
# Smoothly steer look-ahead offset toward movement direction
var desired_ahead: Vector2 = move_delta.normalized() * look_ahead_distance if move_delta.length() > 0.5 else Vector2.ZERO
_look_ahead_offset = _look_ahead_offset.lerp(desired_ahead, look_ahead_speed * delta)
# Lerp camera position toward target + look-ahead
var desired_pos: Vector2 = target.global_position + _look_ahead_offset
global_position = global_position.lerp(desired_pos, follow_speed * delta)
C#
using Godot;
public partial class SmoothFollowCamera : Camera2D
{
[Export] public Node2D Target { get; set; }
[Export] public float FollowSpeed { get; set; } = 8.0f;
[Export] public float LookAheadDistance { get; set; } = 80.0f;
[Export] public float LookAheadSpeed { get; set; } = 4.0f;
private Vector2 _lookAheadOffset = Vector2.Zero;
private Vector2 _previousTargetPos = Vector2.Zero;
public override void _Ready()
{
PositionSmoothingEnabled = false;
if (Target != null)
{
_previousTargetPos = Target.GlobalPosition;
GlobalPosition = Target.GlobalPosition;
}
}
public override void _Process(double delta)
{
if (Target == null)
return;
float dt = (float)delta;
Vector2 moveDelta = Target.GlobalPosition - _previousTargetPos;
_previousTargetPos = Target.GlobalPosition;
Vector2 desiredAhead = moveDelta.Length() > 0.5f
? moveDelta.Normalized() * LookAheadDistance
: Vector2.Zero;
_lookAheadOffset = _lookAheadOffset.Lerp(desiredAhead, LookAheadSpeed * dt);
Vector2 desiredPos = Target.GlobalPosition + _lookAheadOffset;
GlobalPosition = GlobalPosition.Lerp(desiredPos, FollowSpeed * dt);
}
}
3. 屏幕抖动
基于 trauma 的系统比简单的正弦波能产生更自然的抖动效果。trauma 越高,抖动越剧烈;trauma 会随时间衰减;偏移量与 trauma^2 成比例,因此较小的 trauma 值带来的抖动较为轻微。
GDScript
class_name ScreenShakeCamera
extends Camera2D
## Maximum pixel offset during maximum trauma
@export var max_offset: Vector2 = Vector2(20.0, 15.0)
## Maximum rotation offset in degrees during maximum trauma
@export var max_roll: float = 3.0
## Rate at which trauma decays per second (0–1 range)
@export var decay_rate: float = 1.5
var _trauma: float = 0.0 # 0.0 = no shake, 1.0 = maximum shake
# Optional: use noise for smooth, organic shake
var _noise: FastNoiseLite
var _noise_time: float = 0.0
@export var use_noise: bool = true
@export var noise_speed: float = 60.0
func _ready() -> void:
ignore_rotation = false # Camera2D ignores its own rotation by default — the roll needs it
_noise = FastNoiseLite.new()
_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
_noise.seed = randi()
## Call this from any node to trigger a shake (amount in 0–1 range; can stack)
func add_trauma(amount: float) -> void:
_trauma = minf(_trauma + amount, 1.0)
func _process(delta: float) -> void:
if _trauma <= 0.0:
offset = Vector2.ZERO
rotation = 0.0
return
# Decay trauma over time
_trauma = maxf(_trauma - decay_rate * delta, 0.0)
_noise_time += delta * noise_speed
var shake: float = _trauma * _trauma # squaring gives subtle feel at low trauma
if use_noise:
offset.x = max_offset.x * shake * _noise.get_noise_2d(_noise_time, 0.0)
offset.y = max_offset.y * shake * _noise.get_noise_2d(0.0, _noise_time)
rotation = deg_to_rad(max_roll) * shake * _noise.get_noise_2d(_noise_time, _noise_time)
else:
offset.x = max_offset.x * shake * randf_range(-1.0, 1.0)
offset.y = max_offset.y * shake * randf_range(-1.0, 1.0)
rotation = deg_to_rad(max_roll) * shake * randf_range(-1.0, 1.0)
从其他节点触发抖动:
# Any node that can reach the camera
func on_explosion() -> void:
var cam := get_viewport().get_camera_2d() as ScreenShakeCamera
if cam:
cam.add_trauma(0.6)
C#
using Godot;
public partial class ScreenShakeCamera : Camera2D
{
[Export] public Vector2 MaxOffset { get; set; } = new Vector2(20f, 15f);
[Export] public float MaxRoll { get; set; } = 3.0f;
[Export] public float DecayRate { get; set; } = 1.5f;
[Export] public bool UseNoise { get; set; } = true;
[Export] public float NoiseSpeed { get; set; } = 60.0f;
private float _trauma = 0f;
private float _noiseTime = 0f;
private FastNoiseLite _noise;
public override void _Ready()
{
IgnoreRotation = false; // Camera2D ignores its own rotation by default — the roll needs it
_noise = new FastNoiseLite();
_noise.NoiseType = FastNoiseLite.NoiseTypeEnum.Simplex;
_noise.Seed = (int)GD.Randi();
}
public void AddTrauma(float amount)
{
_trauma = Mathf.Min(_trauma + amount, 1.0f);
}
public override void _Process(double delta)
{
if (_trauma <= 0f)
{
Offset = Vector2.Zero;
Rotation = 0f;
return;
}
float dt = (float)delta;
_trauma = Mathf.Max(_trauma - DecayRate * dt, 0f);
_noiseTime += dt * NoiseSpeed;
float shake = _trauma * _trauma;
if (UseNoise)
{
Offset = new Vector2(
MaxOffset.X * shake * _noise.GetNoise2D(_noiseTime, 0f),
MaxOffset.Y * shake * _noise.GetNoise2D(0f, _noiseTime)
);
Rotation = Mathf.DegToRad(MaxRoll) * shake * _noise.GetNoise2D(_noiseTime, _noiseTime);
}
else
{
Offset = new Vector2(
MaxOffset.X * shake * (float)GD.RandRange(-1.0, 1.0),
MaxOffset.Y * shake * (float)GD.RandRange(-1.0, 1.0)
);
Rotation = Mathf.DegToRad(MaxRoll) * shake * (float)GD.RandRange(-1.0, 1.0);
}
}
}
4. 摄像机区域 / 房间
对于基于房间的游戏(银河恶魔城类游戏、俯视角地牢):为每个房间设置一个 Area2D,并附加脚本,在触发 body_entered 时,将当前活动 Camera2D 的 limit_left / limit_right / limit_top / limit_bottom 补间到房间边界。玩家穿过房间边界时会平滑过渡。
完整的 GDScript + C# CameraZone 实现,请参阅 references/camera-zones.md。
5. Camera3D 模式
三种经典的 3D 摄像机设置:使用 SpringArm3D 的第三人称跟随(可处理墙壁碰撞)、通过鼠标拖动旋转的轨道摄像机、通过鼠标视角控制的第一人称摄像机。
各种模式的完整 GDScript 实现,请参阅 references/camera3d-patterns.md。
6. 摄像机转场
通过 Tween + await(C# 中使用 ToSignal)实现异步摄像机转场。模式如下:将当前摄像机的位置和缩放(2D)或 FOV(3D)补间到下一台摄像机的对应值,然后在下一台摄像机上调用 make_current()。适用于 2D 和 3D。
完整的
CameraTransitionManager实现(2D 和 3D),请参阅 references/transitions.md。
7. 分屏(本地多人游戏)
将多台摄像机渲染到不同的 SubViewport,然后通过布局容器(HBoxContainer、VBoxContainer 或 GridContainer)排列 SubViewportContainer。将每位玩家的摄像机设为其视口的 current。
SubViewport场景树设置和双人分屏示例,请参阅 references/split-screen.md。
8. 实现清单
-
Camera2D限制与关卡/瓦片地图边界匹配,确保不会看到世界范围外的边缘 - 平滑跟随使用
_process(视觉插值),而非_physics_process - 当
_trauma达到0.0时,屏幕震动会将offset和rotation重置为零 -
add_trauma()会将数值限制在1.0,不会超过最大震动幅度 - 摄像机区域
Area2D的碰撞层已设置为仅由玩家触发 -
SpringArm3D碰撞遮罩包含所有环境层,以避免摄像机穿墙 - 摄像机过渡会等待补间完成后再调用
make_current() - 窗口大小调整时,会更新分屏
SubViewport的尺寸(get_tree().root.size_changed信号) - 只有一个
SubViewport将audio_listener_enable_2d或audio_listener_enable_3d设为true