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# 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 Circle < Ruby2D::Circle
# Recalculates real coordiantes
# Use after changing variables
def _draw
return if @hide
angle = Camera.angle * (Math::PI / 180)
self_angle = self.angle * (Math::PI / 180)
half_width = Window.width * 0.5
half_height = Window.height * 0.5
temp_radius = @radius * Camera.zoom
# rotate the shape
temp1_x = (x_offset * Math.cos(self_angle)) - (y_offset * Math.sin(self_angle)) + x
temp1_y = (y_offset * Math.cos(self_angle)) + (x_offset * Math.sin(self_angle)) + y
# apply the camera modifications
temp2_x = (((temp1_x - Ruby2D::Camera.x - radius) * Math.cos(angle)) - ((temp1_y - Ruby2D::Camera.y - radius) * Math.sin(angle))) * Ruby2D::Camera.zoom + half_width
temp2_y = (((temp1_x - Ruby2D::Camera.x - radius) * Math.sin(angle)) + ((temp1_y - Ruby2D::Camera.y - radius) * Math.cos(angle))) * Ruby2D::Camera.zoom + half_height
Ruby2D::Circle.draw(x: temp2_x, y: temp2_y,
radius: temp_radius,
sectors: sectors,
color: [color.r, color.g, color.b, color.a])
end
def initialize(opts = {})
super(opts)
unless opts[:x_offset].nil?
self.x_offset = opts[:x_offset]
end
unless opts[:y_offset].nil?
self.y_offset = opts[:y_offset]
end
Ruby2D::Camera << self
Window.remove(self)
end
def angle
@angle ||= 0
end
def angle=(angle)
@angle = (angle % 360)
end
attr_writer :x_offset, :y_offset
def x_offset
@x_offset ||= 0
end
def y_offset
@y_offset ||= 0
end
def remove
@hide = true
end
def add
@hide = false
end
end
end
end
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