lib/ruby2d/camera/quad.rb in ruby2d-camera-1.1.1 vs lib/ruby2d/camera/quad.rb in ruby2d-camera-1.2.0.pre.beta.1

- old
+ new

@@ -9,24 +9,35 @@ # 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_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_x3 = (((x + x3 - Camera.x) * Math.cos(angle)) - ((y + y3 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width - temp_y3 = (((x + x3 - Camera.x) * Math.sin(angle)) + ((y + y3 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height - temp_x4 = (((x + x4 - Camera.x) * Math.cos(angle)) - ((y + y4 - Camera.y) * Math.sin(angle))) * Camera.zoom + half_width - temp_y4 = (((x + x4 - Camera.x) * Math.sin(angle)) + ((y + y4 - Camera.y) * Math.cos(angle))) * Camera.zoom + half_height - Ruby2D::Quad.draw(x1: temp_x1, y1: temp_y1, - x2: temp_x2, y2: temp_y2, - x3: temp_x3, y3: temp_y3, - x4: temp_x4, y4: temp_y4, + # 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] @@ -44,9 +55,17 @@ @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