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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 TriangleWrapped
# 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
@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
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
# Wrappers for the coordinates so that
# they are handled by the Camera instead
# and for ease of programming
def x1
@virtual_x1 ||= @x1
end
def x1=(x1)
@virtual_x1 = x1
end
def y1
@virtual_y1 ||= @y1
end
def y1=(y1)
@virtual_y1 = y1
end
def x2
@virtual_x2 ||= @x2
end
def x2=(x2)
@virtual_x2 = x2
end
def y2
@virtual_y2 ||= @y2
end
def y2=(y2)
@virtual_y2 = y2
end
def x3
@virtual_x3 ||= @x3
end
def x3=(x3)
@virtual_x3 = x3
end
def y3
@virtual_y3 ||= @y3
end
def y3=(y3)
@virtual_y3 = y3
end
end
end
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