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# 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 SpriteWrapped
# Recalculates real coordiantes
# Use after changing variables
def redraw
angle = Camera.angle * (Math::PI / 180)
half_width = Window.width * 0.5
half_height = Window.height * 0.5
offset_x = x + (width / 2)
offset_y = y + (height / 2)
@x = @flip_x = (((offset_x - Camera.x) * Math.cos(angle)) - ((offset_y - Camera.y) * Math.sin(angle))) \
* Camera.zoom + half_width - (width * Camera.zoom / 2)
@y = @flip_y = (((offset_x - Camera.x) * Math.sin(angle)) + ((offset_y - Camera.y) * Math.cos(angle))) \
* Camera.zoom + half_height - (height * Camera.zoom / 2)
@rotate = rotate + Camera.angle
@width = @flip_width = width * Camera.zoom
@height = @flip_height = height * Camera.zoom
case @flip
when :both
@flip_x = @x + @height
@flip_width = -@width
@flip_y = @y + @width
@flip_height = -@height
when :horizontal
@flip_y = @y + @width
@flip_height = -@height
when :vertical
@flip_x = @x + @height
@flip_width = -@width
end
end
#Methods for moving the shape
# Wrappers for the coordinates so that
# they are handled by the Camera instead
# and for ease of programming
def x
@virtual_x ||= @x
end
def x=(x)
@virtual_x = x
end
def y
@virtual_y ||= @y
end
def y=(y)
@virtual_y = y
end
def x
@virtual_x ||= @x
end
def rotate
@virtual_rotate ||= @rotate
end
def rotate=(rotate)
@virtual_rotate = rotate
end
def width
@virtual_width ||= @width
end
def width=(width)
@virtual_width = width
end
def height
@virtual_height ||= @height
end
def height=(height)
@virtual_height = height
end
end
end
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