# frozen_string_literal: true class Ruby2D module Camera # Wraps existing variables as well as adding new methods # so that it can be handled by the Camera Module class Square < Ruby2D::Square # 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 @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 @x4 = (((x + x4 - Camera.x) * Math.cos(angle)) - ((y + y4 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width @y4 = (((x + x4 - Camera.x) * Math.sin(angle)) + ((y + y4 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height Ruby2D::Quad.draw(x1: temp_x1, y1: temp_y1, x2: temp_x2, y2: temp_y2, x3: temp_x3, y3: temp_y3, x4: temp_x4, y4: temp_y4, color: [ [self.c1.r, self.c1.g, self.c1.b, self.c1.a], [self.c2.r, self.c2.g, self.c2.b, self.c2.a], [self.c3.r, self.c3.g, self.c3.b, self.c3.a], [self.c4.r, self.c4.g, self.c4.b, self.c4.a] ], z: self.z ) end def initialize(opts= {}) super(opts) Ruby2D::Camera << self self.remove end #Methods for moving the shape def x @x ||= 0 end def x=(x) @x = x end def y @y ||= 0 end def y=(y) @y = y end end end end