# frozen_string_literal: true require 'ruby2d' require_relative 'camera' #set width: 700, height: 300 # Use this to add a few extra methods to an Image module SizableImage def size width end def size=(size) self.height *= (size / width) self.width *= (size / width) end end # There is 2 ways you can add objects to be known and controlled by the camera, both do the same thing 25.times do tempx = (0..1920).to_a.sample tempy = (0..1080).to_a.sample tempsize = (25..100).to_a.sample Camera << Triangle.new(x1: tempx, y1: tempy, x2: tempx, y2: tempy + tempsize, x3: tempx + tempsize, y3: tempy + tempsize, size: (10..50).to_a.sample, color: 'random') end @player = Triangle.new(x1: 0, y1: 0, x2: 0, y2: 0 + 25, x3: 0 + 25, y3: 0 + 25, size: (10..50).to_a.sample, color: 'random') Camera << @player Rectangle.new( width: 350, height: 135, color: 'navy' ) @ui_pos_cam = Text.new( 'pos: 0,0', x: 10, y: 10, color: 'teal' ) @ui_pos_ply = Text.new( 'pos: 0,0', x: 10, y: 40, color: 'teal' ) @ui_zoom = Text.new( 'zoom: 0', x: 10, y: 70, color: 'lime' ) @ui_rotation = Text.new( 'rotation: 0', x: 10, y: 100, color: 'lime' ) Rectangle.new( x: (Window.width - 120), width: 120, height: 45, color: 'navy' ) @ui_fps = Text.new( 'fps: 60.00', x: (Window.width - 110), y: 10, color: 'teal' ) # How fast the player can move @speed = 10 # Initializing @x_move = 0 @y_move = 0 @cam_x_move = 0 @cam_y_move = 0 @is_follow = true @zoom_by = 1 @debug1 = 0 @debug2 = 0 @debug4 = 0 @debug3 = 0 on :key do |event| if event.key == 't' @debug3 += 2 end if event.key == 'g' @debug3 -= 2 end if event.key == 'a' @y_move += 0 @x_move += -@speed end if event.key == 'd' @y_move += 0 @x_move += @speed end if event.key == 'w' @y_move += -@speed @x_move += 0 end if event.key == 's' @y_move += @speed @x_move += 0 end if event.key == 'j' @cam_x_move -= @speed @is_follow = false end if event.key == 'l' @cam_x_move += @speed @is_follow = false end if event.key == 'i' @cam_y_move -= @speed @is_follow = false end if event.key == 'k' @cam_y_move += @speed @is_follow = false end if event.key == 'f' @debug1 += 2 #@is_follow = true end if event.key == 'h' @debug1 -= 2 end end on :key do |event| if event.key == 'z' @zoom_by = 1.015 end if event.key == 'x' @zoom_by = 0.985 end if event.key == 'c' #Camera.zoom_to 1 end if event.key == 'm' #Camera.move_to(-10,-10) end if event.key == 'q' Camera.angle += 2 end if event.key == 'e' Camera.angle -= 2 end if event.key == 'r' Camera.angle = 0.0 Camera.zoom = 1.0 end end update do @player.x += @x_move @player.y += @y_move @x_move = 0 @y_move = 0 Camera.zoom *= @zoom_by if @is_follow #Camera.center(@player.x, @player.y) Camera.center_x = @player.x Camera.center_y = @player.y else Camera.x += @cam_x_move Camera.y += @cam_y_move end @cam_x_move = 0 @cam_y_move = 0 @zoom_by = 1 @ui_pos_cam.text = "Camera Position: #{Camera.center_x.round(1)}, #{Camera.center_y.round(1)}" @ui_pos_ply.text = "Player Position: #{@player.x.round(1)}, #{@player.y.round(1)}" @ui_zoom.text = "Zoom: #{Camera.zoom.round(3)}" @ui_fps.text = "FPS: #{Window.fps.round(2)}" @ui_rotation.text = "Angle: #{Camera.angle}" angle = Math::PI / 180 * Camera.angle Camera._x((Math.cos(angle + (3 * Math::PI / 4)) * 0.7 + 0.5) * Window.height )#* (1/Camera.zoom)) Camera._y((Math.cos(angle - (3 * Math::PI / 4)) * 0.7 + 0.5) * Window.height )#* (1/Camera.zoom)) shift = (Window.width - Window.height) / 2 Camera._x(shift )#* (Camera.zoom / 1)) Camera._x(-shift * Math.cos(-angle) )#* (1/Camera.zoom)) Camera._y(-shift * Math.sin(-angle) )#* (1/Camera.zoom)) Camera._x(-Window.width.to_f * 0.5 * ((1/Camera.zoom) - 1)) Camera._y(-Window.height.to_f * 0.5 * ((1/Camera.zoom) - 1)) puts 'debug x' puts Camera.x puts @debug1 puts 'debug y' puts Camera.y puts @debug3 end show