# frozen_string_literal: true module Ruby2D module Camera class Triangle < Ruby2D::Triangle # Recalculates real coordiantes # Use after changing variables def _draw angle = Ruby2D::Camera.angle * (Math::PI / 180) half_width = Window.width * 0.5 half_height = Window.height * 0.5 temp_x1 = (((x + @x1 - Ruby2D::Camera.x) * Math.cos(angle)) - ((y + @y1 - Ruby2D::Camera.y) * Math.sin(angle))) * Ruby2D::Camera.zoom + half_width temp_y1 = (((x + @x1 - Ruby2D::Camera.x) * Math.sin(angle)) + ((y + @y1 - Ruby2D::Camera.y) * Math.cos(angle))) * Ruby2D::Camera.zoom + half_height temp_x2 = (((x + @x2 - Ruby2D::Camera.x) * Math.cos(angle)) - ((y + @y2 - Ruby2D::Camera.y) * Math.sin(angle))) * Ruby2D::Camera.zoom + half_width temp_y2 = (((x + @x2 - Ruby2D::Camera.x) * Math.sin(angle)) + ((y + @y2 - Ruby2D::Camera.y) * Math.cos(angle))) * Ruby2D::Camera.zoom + half_height temp_x3 = (((x + @x3 - Ruby2D::Camera.x) * Math.cos(angle)) - ((y + @y3 - Ruby2D::Camera.y) * Math.sin(angle))) * Ruby2D::Camera.zoom + half_width temp_y3 = (((x + @x3 - Ruby2D::Camera.x) * Math.sin(angle)) + ((y + @y3 - Ruby2D::Camera.y) * Math.cos(angle))) * Ruby2D::Camera.zoom + half_height Ruby2D::Triangle.draw(x1: temp_x1, y1: temp_y1, x2: temp_x2, y2: temp_y2, x3: temp_x3, y3: temp_y3, 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] ], 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