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