blob: 004479400c368e25fcfe78e53850663b847297dc (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
|
# frozen_string_literal: true
# Simulates a moving camera by manipulating objects it knows
class Camera
# Is added to quads to manage how they show and modify
# it should convert or undo the camera modification
# such that it is as if the camera wasnt there and everything
# is relative to the origin
module QuadCameraTracker
def update(x, y)
@x1 -= x
@x2 -= x
@x3 -= x
@x4 -= x
@y1 -= y
@y2 -= y
@y3 -= y
@y4 -= y
end
def x
@x ||= 0
end
def x=(x)
diff = @x - x
self.x1 += diff
self.x2 += diff
self.x3 += diff
self.x4 += diff
@x = x
end
def y
@y ||= 0
end
def y=(y)
diff = @y - y
self.y1 += diff
self.y2 += diff
self.y3 += diff
self.y4 += diff
@y = y
end
def size
@size ||= 1
end
def size=(size)
# should resize based on the top left point
# offset rotation to shape
end
def x1
(@x1 + x) / Camera.zoom_level + Camera.camera_position[0]
# undo rotation/translation/zoom
end
def x1=(x1)
@x1 = ((x1 + x) - Camera.camera_position[0]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def y1
(@y1 + y) / Camera.zoom_level + Camera.camera_position[1]
# undo rotation/translation/zoom
end
def y1=(y1)
@y1 = ((y1 + y) - Camera.camera_position[1]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def x2
(@x2 + x) / Camera.zoom_level + Camera.camera_position[0]
# undo rotation/translation/zoom
end
def x2=(x2)
@x2 = ((x2 + x) - Camera.camera_position[0]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def y2
(@y2 + y) / Camera.zoom_level + Camera.camera_position[1]
# undo rotation/translation/zoom
end
def y2=(y2)
@y2 = ((y2 + y) - Camera.camera_position[1]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def x3
(@x3 + x) / Camera.zoom_level + Camera.camera_position[0]
# undo rotation/translation/zoom
end
def x3=(x3)
@x1 = ((x3 + x) - Camera.camera_position[0]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def y3
(@y3 + y) / Camera.zoom_level + Camera.camera_position[1]
# undo rotation/translation/zoom
end
def y3=(y3)
@y3 = ((y3 + y) - Camera.camera_position[1]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def x4
(@x4 + x) / Camera.zoom_level + Camera.camera_position[0]
# undo rotation/translation/zoom
end
def x4=(x4)
@x4 = ((x4 + x) - Camera.camera_position[0]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def y4
(@y4 + y) / Camera.zoom_level + Camera.camera_position[1]
# undo rotation/translation/zoom
end
def y4=(y4)
@y4 = ((y4 + y) - Camera.camera_position[1]) * Camera.zoom_level
# add rotation level
# apply rotation/translation/zoom then pass to super
end
def rotation_degrees
@rotation_degrees ||= 0
end
def rotate_degrees_by(degrees)
# offset rotation to shape
end
def rotate_degree_to(degrees)
# set rotation
end
end
class <<self
attr_writer :elasticity
private
attr_writer :camera_position_x, :camera_position_y, :zoom_level, :rotation_degrees
end
def self.elasticity
@elasticity ||= 1
end
def self.camera_position_x
@camera_position_x ||= 0
end
def self.camera_position_y
@camera_position_y ||= 0
end
def self.camera_position
[camera_position_x, camera_position_y]
end
def self.zoom_level
@zoom_level ||= 1
end
def self.rotation_degrees
@rotation_degrees ||= 0
end
def self.rotate_degrees_by(degrees)
# offset rotation to world
end
def self.rotate_degree_to(degrees)
# set rotation
end
def self.zoom_by(zoom)
objects.each do |object|
object.size *= zoom
object.x *= zoom
object.y *= zoom
end
self.zoom_level *= zoom
move_by(Window.width / 2 * (zoom - 1),
Window.height / 2 * (zoom - 1))
end
def self.zoom_to(zoom)
zoom_by(zoom / self.zoom_level)
end
def self.follow(item)
move_to(((item.x + item.size / 2) - (Window.width / 2)) / elasticity,
((item.y + item.size / 2) - (Window.height / 2)) / elasticity)
end
def self.objects
@objects ||= []
end
def self.<<(item)
item.extend QuadCameraTracker if item.is_a? Quad
objects.push(item) unless objects.include?(item)
end
def self.add(item)
self << item
end
def self.remove(item)
objects.delete(item) if objects.include?(item)
end
def self.move_by(x, y)
objects.each do |object|
if object.is_a?(Image) or object.is_a?(AnimatedSquare)
object.x -= x
object.y -= y
else
object.update(x,y)
end
end
self.camera_position_x += x / zoom_level
self.camera_position_y += y / zoom_level
end
def self.move_to(x, y)
self.camera_position = [x / zoom_level + camera_position[0],
y / zoom_level + camera_position[1]]
objects.each do |object|
object.x -= x
object.y -= y
end
end
end
|