ruby2d-camera 1.1.0 → 1.1.1
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- checksums.yaml +4 -4
- data/CHANGELOG.mdown +4 -0
- data/Gemfile.lock +42 -0
- data/README.mdown +2 -2
- data/lib/ruby2d/camera/circle.rb +5 -0
- data/lib/ruby2d/camera/image.rb +5 -0
- data/lib/ruby2d/camera/line.rb +7 -2
- data/lib/ruby2d/camera/quad.rb +7 -2
- data/lib/ruby2d/camera/rectangle.rb +7 -2
- data/lib/ruby2d/camera/sprite.rb +5 -0
- data/lib/ruby2d/camera/square.rb +7 -2
- data/lib/ruby2d/camera/text.rb +5 -0
- data/lib/ruby2d/camera/triangle.rb +7 -2
- data/lib/ruby2d/camera/version.rb +1 -1
- data/lib/ruby2d/camera.rb +14 -3
- metadata +3 -3
- data/run.rb +0 -248
checksums.yaml
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@@ -1,7 +1,7 @@
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---
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SHA256:
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metadata.gz:
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data.tar.gz:
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metadata.gz: 828ab4d3439c8309d22514a0eb9b239616fd6476b28d0a93df8d937f3260e015
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data.tar.gz: e2e06eb639a63168b9822626ab00a8f0f3e2f78b1e5810ae3a9848d72852bacc
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SHA512:
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metadata.gz:
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data.tar.gz:
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metadata.gz: c763e012f4c7e0ecde81fa6634f5b264818c9006656fdd69caece56afd0e7f9729113183b5ee7cec8ec4ba4399a645aa0f579d6da883e23d1b25e2e8be56cbbd
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data.tar.gz: 6c1b41ef44fd6df7ec4c7c758a64a34b167a69773a01dc0862be439944a2dea6833003d9376a9912aad7d0d5d4cf458acf841943d0f759b5b81123e5e35fe8d0
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data/CHANGELOG.mdown
CHANGED
@@ -6,6 +6,10 @@
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![Deprecated](https://img.shields.io/badge/-Deprecated-orange)
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![Removed](https://img.shields.io/badge/-Removed-red)
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## [1.1.1](https://github.com/realtradam/ruby2d-camera/releases/tag/1.1.1) - 2021-09-24
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![Fixed](https://img.shields.io/badge/-Fixed-blue)
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- Fixed changing z-index after the shape has been added not applying at all
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## [1.1.0](https://github.com/realtradam/ruby2d-camera/releases/tag/1.1.0) - 2021-08-09
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![Added](https://img.shields.io/badge/-Added-brightgreen)
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- Added Camera functions `Camera.coordinate_to_screenspace` and `Camera.coordinate_to_worldspace`
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data/Gemfile.lock
ADDED
@@ -0,0 +1,42 @@
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1
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PATH
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remote: .
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specs:
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ruby2d-camera (1.1.1.beta)
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ruby2d (~> 0.10)
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GEM
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remote: https://rubygems.org/
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specs:
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10
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ast (2.4.2)
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11
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parallel (1.21.0)
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+
parser (3.0.2.0)
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ast (~> 2.4.1)
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rainbow (3.0.0)
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rake (13.0.6)
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regexp_parser (2.1.1)
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rexml (3.2.5)
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rubocop (1.21.0)
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parallel (~> 1.10)
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parser (>= 3.0.0.0)
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rainbow (>= 2.2.2, < 4.0)
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regexp_parser (>= 1.8, < 3.0)
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rexml
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rubocop-ast (>= 1.9.1, < 2.0)
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ruby-progressbar (~> 1.7)
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unicode-display_width (>= 1.4.0, < 3.0)
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rubocop-ast (1.11.0)
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parser (>= 3.0.1.1)
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ruby-progressbar (1.11.0)
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ruby2d (0.11.0)
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unicode-display_width (2.1.0)
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PLATFORMS
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x86_64-linux
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DEPENDENCIES
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rake (~> 13.0)
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rubocop (~> 1.7)
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ruby2d-camera!
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BUNDLED WITH
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2.2.27
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data/README.mdown
CHANGED
@@ -21,8 +21,8 @@ Create your object as if you would create it in Ruby2D except you need to prefix
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### There are also 2 helpful functions:
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-
- `Camera.coordinate_to_worldspace(x,y)` You pass coordinates on the screen(for example where a player clicked in the window) and it will return the coordinates(in
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-
- `Camera.coordinate_to_screenspace(x,y)` You pass in
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- `Camera.coordinate_to_worldspace(x,y)` You pass in the coordinates on the screen(for example where a player clicked in the window) and it will return the coordinates(in an [x,y] array) what the coordinates are in the world
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- `Camera.coordinate_to_screenspace(x,y)` You pass in the coordinate in the world(for example an enemy in your game) and it will give you the coordinates(in an [x,y] array) of where on the screen this character appears. Note this function may return values that are outside of the screen if the object is not in view of the camera
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## How it works:
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data/lib/ruby2d/camera/circle.rb
CHANGED
data/lib/ruby2d/camera/image.rb
CHANGED
data/lib/ruby2d/camera/line.rb
CHANGED
@@ -45,15 +45,20 @@ module Ruby2D
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end
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# Methods for moving the shape
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attr_writer :x, :y
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+
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def x
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@x ||= 0
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end
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attr_writer :x, :y
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-
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def y
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@y ||= 0
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end
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+
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def z=(z)
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super(z)
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Ruby2D::Camera._sort_by_z
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end
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end
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end
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end
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data/lib/ruby2d/camera/quad.rb
CHANGED
@@ -49,15 +49,20 @@ module Ruby2D
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end
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# Methods for moving the shape
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attr_writer :x, :y
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def x
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@x ||= 0
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end
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-
attr_writer :x, :y
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-
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def y
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@y ||= 0
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end
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+
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def z=(z)
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super(z)
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Ruby2D::Camera._sort_by_z
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end
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end
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end
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end
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@@ -57,15 +57,20 @@ module Ruby2D
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end
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# Methods for moving the shape
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attr_writer :x, :y
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def x
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@x ||= 0
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end
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-
attr_writer :x, :y
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-
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def y
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@y ||= 0
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end
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+
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def z=(z)
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super(z)
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Ruby2D::Camera._sort_by_z
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end
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end
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end
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end
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data/lib/ruby2d/camera/sprite.rb
CHANGED
data/lib/ruby2d/camera/square.rb
CHANGED
@@ -57,15 +57,20 @@ module Ruby2D
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end
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# Methods for moving the shape
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attr_writer :x, :y
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+
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def x
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@x ||= 0
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end
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-
attr_writer :x, :y
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-
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def y
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@y ||= 0
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end
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+
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def z=(z)
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super(z)
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Ruby2D::Camera._sort_by_z
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end
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end
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end
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end
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data/lib/ruby2d/camera/text.rb
CHANGED
@@ -44,15 +44,20 @@ module Ruby2D
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end
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46
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# Methods for moving the shape
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+
attr_writer :x, :y
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48
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+
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49
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def x
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@x ||= 0
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end
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-
attr_writer :x, :y
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-
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def y
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@y ||= 0
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end
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+
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def z=(z)
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super(z)
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Ruby2D::Camera._sort_by_z
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end
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end
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end
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end
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data/lib/ruby2d/camera.rb
CHANGED
@@ -16,6 +16,16 @@ module Ruby2D
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16
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def objects
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17
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@objects ||= []
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end
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end
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def self._sort_by_z
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@sort_by_z = true
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end
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def self._resolve_z_sorting
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objects.sort_by!(&:z) if @sort_by_z
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@sort_by_z = false
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end
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def self.debug_x
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# Adding objects so they are
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# tracked by the Camera
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def self.<<(item)
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-
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-
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-
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unless objects.include?(item)
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objects.push(item)
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self._sort_by_z
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end
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end
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@@ -50,6 +60,7 @@ module Ruby2D
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# Redraw all objects that
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# are tracked by the Camera
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def self._redraw(auto_purge: false)
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self._resolve_z_sorting
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objects.each(&:_draw)
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end
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metadata
CHANGED
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--- !ruby/object:Gem::Specification
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name: ruby2d-camera
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version: !ruby/object:Gem::Version
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-
version: 1.1.
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version: 1.1.1
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platform: ruby
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authors:
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- Tradam
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autorequire:
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bindir: exe
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cert_chain: []
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-
date: 2021-
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date: 2021-09-24 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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name: ruby2d
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@@ -36,6 +36,7 @@ files:
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- ".solargraph.yml"
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- CHANGELOG.mdown
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- Gemfile
|
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+
- Gemfile.lock
|
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- LICENSE.txt
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- README.mdown
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- Rakefile
|
@@ -53,7 +54,6 @@ files:
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- lib/ruby2d/camera/triangle.rb
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- lib/ruby2d/camera/version.rb
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- ruby2d-camera.gemspec
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-
- run.rb
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homepage: https://github.com/realtradam/ruby2d-camera
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licenses:
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- MIT
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data/run.rb
DELETED
@@ -1,248 +0,0 @@
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# frozen_string_literal: true
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require 'ruby2d'
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require 'ruby2d/camera'
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require_relative 'house'
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require_relative 'room'
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-
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Window.set(icon: './assets/blobcoolthink.png',
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width: 1280,
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height: 720,
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background: 'blue')
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-
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-
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@player = Camera::Sprite.new('./assets/sprites/mainblob-128.png',
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x: 1920 / 1.1,
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y: 1080 / 1.1,
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width: 50,
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height: 50,
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clip_width: 128,
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loop: true,
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time: 1,
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z: 99,
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animations: {
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walk: 0...60,
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stand: 60...61
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})
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@shadow = Camera::Image.new(
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'assets/blobshadow.png',
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width: 52,
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height: 10,
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z: 4
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)
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#Camera << @shadow
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@player.play animation: :walk, loop: true
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#Camera << @player
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-
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# UI
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Rectangle.new(
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width: 350,
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height: 135,
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color: 'navy',
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z: 100
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)
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@ui_pos_cam = Text.new(
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'pos: 0,0',
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x: 10,
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y: 10,
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color: 'teal',
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z: 101
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)
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@ui_pos_ply = Text.new(
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'pos: 0,0',
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x: 10,
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y: 40,
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color: 'teal',
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z: 101
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)
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@ui_zoom = Text.new(
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'zoom: 0',
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x: 10,
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y: 70,
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color: 'lime',
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z: 101
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)
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@ui_rotation = Text.new(
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'rotation: 0',
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x: 10,
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y: 100,
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color: 'lime',
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z: 101
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)
|
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Rectangle.new(
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x: (Window.width - 120),
|
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width: 120,
|
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height: 45,
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color: 'navy',
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z: 100
|
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)
|
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-
@ui_fps = Text.new(
|
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'fps: 60.00',
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x: (Window.width - 110),
|
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y: 10,
|
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color: 'teal',
|
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z: 101
|
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)
|
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-
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-
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-
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# How fast the player can move
|
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@speed = 5
|
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-
|
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-
# Initializing
|
93
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-
@player_movement_x = 0
|
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|
-
@player_movement_y = 0
|
95
|
-
@pressed_space = false
|
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|
-
@scene_transition_into = false
|
97
|
-
@scene_transition_out = false
|
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|
-
@indoors = false
|
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|
-
@house = nil
|
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|
-
@room = nil
|
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|
-
|
102
|
-
on :key do |event|
|
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|
-
if event.key == 'w'
|
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|
-
@player_movement_y -= @speed unless @scene_transition_into || @scene_transition_out
|
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|
-
end
|
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|
-
if event.key == 's'
|
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|
-
@player_movement_y += @speed unless @scene_transition_into || @scene_transition_out
|
108
|
-
end
|
109
|
-
if event.key == 'd'
|
110
|
-
@player_movement_x += @speed unless @scene_transition_into || @scene_transition_out
|
111
|
-
end
|
112
|
-
if event.key == 'a'
|
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-
@player_movement_x -= @speed unless @scene_transition_into || @scene_transition_out
|
114
|
-
end
|
115
|
-
if event.key == 'space'
|
116
|
-
@pressed_space = true unless @scene_transition_into || @scene_transition_out
|
117
|
-
end
|
118
|
-
if event.key == 'q'
|
119
|
-
Camera.angle += 1 unless @scene_transition_into || @scene_transition_out
|
120
|
-
end
|
121
|
-
if event.key == 'e'
|
122
|
-
Camera.angle -= 1 unless @scene_transition_into || @scene_transition_out
|
123
|
-
end
|
124
|
-
if event.key == 'r'
|
125
|
-
unless @scene_transition_into || @scene_transition_out || Camera.angle.zero?
|
126
|
-
if Camera.angle <= 180
|
127
|
-
if Camera.angle > 10
|
128
|
-
Camera.angle -= 10
|
129
|
-
else
|
130
|
-
Camera.angle -=1
|
131
|
-
end
|
132
|
-
elsif
|
133
|
-
if Camera.angle < 350
|
134
|
-
Camera.angle += 10
|
135
|
-
else
|
136
|
-
Camera.angle += 1
|
137
|
-
end
|
138
|
-
end
|
139
|
-
end
|
140
|
-
end
|
141
|
-
end
|
142
|
-
|
143
|
-
update do
|
144
|
-
if (@player.x > 2371 && @player_movement_x.positive?) || (@player.x.negative? && @player_movement_x.negative?)
|
145
|
-
@player_movement_x = 0
|
146
|
-
end
|
147
|
-
if (@player.y > 1608 && @player_movement_y.positive?) || (@player.y.negative? && @player_movement_y.negative?)
|
148
|
-
@player_movement_y = 0
|
149
|
-
end
|
150
|
-
if !@player_movement_y.zero? == !@player_movement_x.zero?
|
151
|
-
@player_movement_x /= 1.4141
|
152
|
-
@player_movement_y /= 1.4141
|
153
|
-
end
|
154
|
-
@player.x += @player_movement_x
|
155
|
-
@player.y += @player_movement_y
|
156
|
-
if @player_movement_x.negative?
|
157
|
-
@player.play animation: :walk, loop: true
|
158
|
-
elsif @player_movement_x.positive? || !@player_movement_y.zero?
|
159
|
-
@player.play animation: :walk, loop: true, flip: :vertical
|
160
|
-
else
|
161
|
-
@player.play animation: :stand
|
162
|
-
end
|
163
|
-
|
164
|
-
if !@scene_transition_into && !@scene_transition_out
|
165
|
-
Camera.zoom += ((-[Math.sqrt(((@player.x + (@player.width / 2) - Camera.x)**2) + ((@player.y + (@player.width / 2) - Camera.y)**2)), 350].min * 0.004) + 2 - Camera.zoom) * 0.25
|
166
|
-
Camera.x += (@player.x + (@player.width / 2) - Camera.x) * 0.025
|
167
|
-
Camera.y += (@player.y + (@player.height / 2) - Camera.y) * 0.025
|
168
|
-
elsif @scene_transition_into
|
169
|
-
if Camera.zoom < 250
|
170
|
-
Camera.zoom *= 1.05
|
171
|
-
Camera.angle += 5
|
172
|
-
else
|
173
|
-
@scene_transition_into = false
|
174
|
-
@scene_transition_out = true
|
175
|
-
if @room.nil?
|
176
|
-
@house.remove
|
177
|
-
@house = nil
|
178
|
-
@indoors = true
|
179
|
-
else
|
180
|
-
@room.remove
|
181
|
-
@room = nil
|
182
|
-
@indoors = false
|
183
|
-
end
|
184
|
-
#Camera.remove @background
|
185
|
-
@background.remove
|
186
|
-
@background = nil
|
187
|
-
end
|
188
|
-
Camera.x += (@player.x + (@player.width / 2) - Camera.x) * 0.25
|
189
|
-
Camera.y += (@player.y + (@player.height / 2) - Camera.y) * 0.25
|
190
|
-
elsif @scene_transition_out
|
191
|
-
if !((Camera.zoom <= (@zoom_transition * 1.001)) && (Camera.angle == @angle_transition))
|
192
|
-
Camera.zoom /= 1.05
|
193
|
-
Camera.angle -= 5
|
194
|
-
else
|
195
|
-
@scene_transition_out = false
|
196
|
-
end
|
197
|
-
end
|
198
|
-
|
199
|
-
if @house.nil? && !@indoors
|
200
|
-
@house = House.new(750, 300)
|
201
|
-
@background = Camera::Image.new(
|
202
|
-
'assets/background.png',
|
203
|
-
x: 100, y: 100,
|
204
|
-
z: -1
|
205
|
-
)
|
206
|
-
#Camera << @background
|
207
|
-
elsif @room.nil? && @indoors
|
208
|
-
@room = Room.new(750,300)
|
209
|
-
@background = Camera::Rectangle.new(
|
210
|
-
color: 'black',
|
211
|
-
x: 0,
|
212
|
-
y: 0,
|
213
|
-
width: 1920,
|
214
|
-
height: 1080,
|
215
|
-
z: -1
|
216
|
-
)
|
217
|
-
end
|
218
|
-
@shadow.x = @player.x - 2
|
219
|
-
@shadow.y = @player.y + 42
|
220
|
-
|
221
|
-
#Camera.remove @house_text
|
222
|
-
@house_text&.remove
|
223
|
-
if @indoors
|
224
|
-
@house_text = @room.visted_by?(@player)
|
225
|
-
else
|
226
|
-
@house_text = @house.visted_by?(@player)
|
227
|
-
end
|
228
|
-
unless @house_text.nil?
|
229
|
-
#Camera << @house_text
|
230
|
-
@house_text.center = true
|
231
|
-
end
|
232
|
-
if !@house_text.nil? && @pressed_space && !@scene_transition_into && !@scene_transition_out
|
233
|
-
@scene_transition_into = true
|
234
|
-
@angle_transition = Camera.angle
|
235
|
-
@zoom_transition = Camera.zoom
|
236
|
-
end
|
237
|
-
@ui_pos_cam.text = "Camera Position: #{Camera.x.round(1)}, #{Camera.y.round(1)}"
|
238
|
-
@ui_pos_ply.text = "Player Position: #{@player.x.round(1)}, #{@player.y.round(1)}"
|
239
|
-
@ui_zoom.text = "Zoom: #{Camera.zoom.round(3)}"
|
240
|
-
@ui_fps.text = "FPS: #{Window.fps.round(2)}"
|
241
|
-
@ui_rotation.text = "Angle: #{Camera.angle}"
|
242
|
-
@player_movement_x = 0
|
243
|
-
@player_movement_y = 0
|
244
|
-
@pressed_space = false
|
245
|
-
|
246
|
-
#Camera.redraw
|
247
|
-
end
|
248
|
-
show
|