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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 Line < Ruby2D::Line
      # Recalculates real coordiantes
      # Use after changing variables
      def _draw
        return if @hide
        angle = Camera.angle * (Math::PI / 180)
        half_width = Window.width * 0.5
        half_height = Window.height * 0.5
        temp_x1 = (((x + @x1 - Camera.x) * Math.cos(angle)) - ((y + @y1 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
        temp_y1 = (((x + @x1 - Camera.x) * Math.sin(angle)) + ((y + @y1 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
        temp_x2 = (((x + @x2 - Camera.x) * Math.cos(angle)) - ((y + @y2 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
        temp_y2 = (((x + @x2 - Camera.x) * Math.sin(angle)) + ((y + @y2 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
        temp_width = width * Camera.zoom
        Ruby2D::Line.draw(x1: temp_x1, y1: temp_y1,
                  x2: temp_x2, y2: temp_y2,
                  width: temp_width,
                  color: [
                    [self.color.r, self.color.g, self.color.b, self.color.a],
                    [self.color.r, self.color.g, self.color.b, self.color.a],
                    [self.color.r, self.color.g, self.color.b, self.color.a],
                    [self.color.r, self.color.g, self.color.b, self.color.a]
                  ],
                  z: self.z)
      end

      def initialize(opts= {})
        super(opts)
        Ruby2D::Camera << self
        Window.remove(self)
      end
      def remove
        @hide = true
      end

      def add
        @hide = false
      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