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# frozen_string_literal: true
require 'ruby2d'
require_relative 'camera'
require_relative 'animator'
@background = Image.new('assets/background.png')
#@player = Image.new('assets/player.png')
@player = Quad.new(x1: 0, y1: 0,
x2: 20, y2: 0,
x3: 20, y3: 20,
x4: 0, y4: 20)
@squares = []
# Use this to add a few extra methods to an Image
module SizableImage
def size
width
end
def size=(size)
self.height *= (size / width)
self.width *= (size / width)
end
end
@background.extend SizableImage
#@player.extend SizableImage
# There is 2 ways you can add objects to be known and controlled by the camera, both do the same thing
Camera << @background
Camera.add @player
# This controls how slowly the camera will follow an object
# Set to 1 to not have any elasticity
# it is not used by the .move_to or .move_by
Camera.elasticity = 10
# If you want to use a camera, you need all elements in the world to be known to it
# Exeptions would be things such as UI elements where you want them statically placed on the screen
25.times do
@squares << AnimatedSquare.new(x: (0..1920).to_a.sample,
y: (0..1080).to_a.sample,
size: (10..50).to_a.sample,
color: 'random')
Camera << @squares.last
end
# An example of static elements on the screen that
# do not follow the camera movement
Rectangle.new(
width: 350,
height: 70,
color: 'navy'
)
@ui_pos = Text.new(
'pos: 0,0',
x: 10,
y: 10,
color: 'teal'
)
@ui_zoom = Text.new(
'zoom: 0',
x: 10,
y: 40,
color: 'lime'
)
# How fast the player can move
@speed = 10
# Initializing
@x_move = 0
@y_move = 0
@cam_x_move = 0
@cam_y_move = 0
@is_follow = true
@zoom_by = 1
on :key do |event|
if event.key == 'a'
@x_move -= @speed
end
if event.key == 'd'
@x_move += @speed
end
if event.key == 'w'
@y_move -= @speed
end
if event.key == 's'
@y_move += @speed
end
if event.key == 'j'
@cam_x_move -= @speed
@is_follow = false
end
if event.key == 'l'
@cam_x_move += @speed
@is_follow = false
end
if event.key == 'i'
@cam_y_move -= @speed
@is_follow = false
end
if event.key == 'k'
@cam_y_move += @speed
@is_follow = false
end
if event.key == 'f'
@is_follow = true
end
end
on :key do |event|
if event.key == 'q'
@zoom_by = 1.05
end
if event.key == 'e'
@zoom_by = 0.95
end
if event.key == 'r'
Camera.zoom_to 1
end
end
@quad = Quad.new(x1: 0, y1: 0,
x2: 20, y2: 0,
x3: 20, y3: 20,
x4: 0, y4: 20)
Camera << @quad
@frame = 0
update do
@frame += 1
@frame %= 60
@player.x += @x_move
@player.y += @y_move
@x_move = 0
@y_move = 0
if @zoom_by != 1
Camera.zoom_by @zoom_by
@zoom_by = 1
end
# Need to use the cameras position as an offset to keep the shapes range of movement working
# Need to make the zoom also give an offset
@squares.each do |square|
square.update(Camera.camera_position, Camera.zoom_level)
end
@quad.x += 1
@quad.color = 'random' if @frame.zero?
# Alternating between follow and manual control
puts @player.x
puts @player.y
if @is_follow
Camera.follow @player
else
Camera.move_by(@cam_x_move, @cam_y_move)
end
# This function will teleport the camera directory to those coordinates
# It is used by Camera.follow but you can use it yourself too!
#Camera.move_to(50,50)
@cam_x_move = 0
@cam_y_move = 0
@ui_pos.text = "Camera Position: #{Camera.camera_position[0].round(1)}, #{Camera.camera_position[1].round(1)}"
@ui_zoom.text = "Zoom: #{Camera.zoom_level.round(3)}"
end
show
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