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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 Quad < Ruby2D::Quad
# 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
# rotate the shape
temp1_x1 = (x1 * Math.cos(self_angle)) - (y1 * Math.sin(self_angle))
temp1_y1 = (y1 * Math.cos(self_angle)) + (x1 * Math.sin(self_angle))
temp1_x2 = (x2 * Math.cos(self_angle)) - (y2 * Math.sin(self_angle))
temp1_y2 = (y2 * Math.cos(self_angle)) + (x2 * Math.sin(self_angle))
temp1_x3 = (x3 * Math.cos(self_angle)) - (y3 * Math.sin(self_angle))
temp1_y3 = (y3 * Math.cos(self_angle)) + (x3 * Math.sin(self_angle))
temp1_x4 = (x4 * Math.cos(self_angle)) - (y4 * Math.sin(self_angle))
temp1_y4 = (y4 * Math.cos(self_angle)) + (x4 * Math.sin(self_angle))
# apply the camera modifications
temp2_x1 = (((x + temp1_x1 - Camera.x) * Math.cos(angle)) - ((y + temp1_y1 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
temp2_y1 = (((x + temp1_x1 - Camera.x) * Math.sin(angle)) + ((y + temp1_y1 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
temp2_x2 = (((x + temp1_x2 - Camera.x) * Math.cos(angle)) - ((y + temp1_y2 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
temp2_y2 = (((x + temp1_x2 - Camera.x) * Math.sin(angle)) + ((y + temp1_y2 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
temp2_x3 = (((x + temp1_x3 - Camera.x) * Math.cos(angle)) - ((y + temp1_y3 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
temp2_y3 = (((x + temp1_x3 - Camera.x) * Math.sin(angle)) + ((y + temp1_y3 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
temp2_x4 = (((x + temp1_x4 - Camera.x) * Math.cos(angle)) - ((y + temp1_y4 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width
temp2_y4 = (((x + temp1_x4 - Camera.x) * Math.sin(angle)) + ((y + temp1_y4 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height
Ruby2D::Quad.draw(x1: temp2_x1, y1: temp2_y1,
x2: temp2_x2, y2: temp2_y2,
x3: temp2_x3, y3: temp2_y3,
x4: temp2_x4, y4: temp2_y4,
color: [
[c1.r, c1.g, c1.b, c1.a],
[c2.r, c2.g, c2.b, c2.a],
[c3.r, c3.g, c3.b, c3.a],
[c4.r, c4.g, c4.b, c4.a]
],
z: z)
end
def initialize(opts = {})
super(opts)
Ruby2D::Camera << self
Window.remove(self)
end
def remove
@hide = true
end
def add
@hide = false
end
def angle
@angle ||= 0
end
def angle=(angle)
@angle = (angle % 360)
end
# Methods for moving the shape
attr_writer :x, :y
def x
@x ||= 0
end
def y
@y ||= 0
end
def z=(z)
super(z)
Ruby2D::Camera._sort_by_z
end
end
end
end
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