# frozen_string_literal: true module Ruby2D module Camera # Wraps existing variables as well as adding new methods # so that it can be handled by the Camera Module class Sprite < Ruby2D::Sprite # Recalculates real coordiantes # Use after changing variables def _draw 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) temp_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) temp_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) temp_rotate = rotate + Camera.angle temp_width = @flip_width = width * Camera.zoom temp_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 self.draw(x: temp_x, y: temp_x, width: temp_width, height: temp_height, rotate: temp_rotate) end def initialize(path, opts= {}) super(path, opts) Ruby2D::Camera << self self.remove end end end end