# frozen_string_literal: true module Camera # Wraps existing variables as well as adding new methods # so that it can be handled by the Camera Module module TriangleWrapped # Recalculates real coordiantes # Use after changing variables def update angle = Camera.angle * (Math::PI / 180) half_width = Window.width * 0.5 half_height = Window.height * 0.5 @x1 = (((x + x1 - Camera.x) * Math.cos(angle)) - ((y + y1 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width @y1 = (((x + x1 - Camera.x) * Math.sin(angle)) + ((y + y1 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height @x2 = (((x + x2 - Camera.x) * Math.cos(angle)) - ((y + y2 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width @y2 = (((x + x2 - Camera.x) * Math.sin(angle)) + ((y + y2 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height @x3 = (((x + x3 - Camera.x) * Math.cos(angle)) - ((y + y3 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width @y3 = (((x + x3 - Camera.x) * Math.sin(angle)) + ((y + y3 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height end #Methods for moving the shape def x @x ||= x1 end def x=(x) @x = x end def y @y ||= y1 end def y=(y) @y = y end # Wrappers for the coordinates so that # they are handled by the Camera instead # and for ease of programming def x1 @virtual_x1 ||= @x1 end def x1=(x1) @virtual_x1 = x1 end def y1 @virtual_y1 ||= @y1 end def y1=(y1) @virtual_y1 = y1 end def x2 @virtual_x2 ||= @x2 end def x2=(x2) @virtual_x2 = x2 end def y2 @virtual_y2 ||= @y2 end def y2=(y2) @virtual_y2 = y2 end def x3 @virtual_x3 ||= @x3 end def x3=(x3) @virtual_x3 = x3 end def y3 @virtual_y3 ||= @y3 end def y3=(y3) @virtual_y3 = y3 end end end