Method: MiniGL::GameObject#draw
- Defined in:
- lib/minigl/game_object.rb
#draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, flip = nil, z_index = 0, round = false) ⇒ Object
Draws the game object in the screen.
Parameters:
- map
-
A Map object, relative to which the object will be drawn (the x and y coordinates of the image will be changed according to the position of the camera).
- scale_x
-
A scale factor to be applied horizontally to the image.
- scale_y
-
A scale factor to be applied vertically to the image.
- alpha
-
The opacity with which the image will be drawn. Valid values vary from 0 (fully transparent) to 255 (fully opaque).
- color
-
A color filter to apply to the image. A white (0xffffff) filter will keep all colors unchanged, while a black (0x000000) filter will turn all colors to black. A red (0xff0000) filter will keep reddish colors with slight or no change, whereas bluish colors will be darkened, for example.
- angle
-
A rotation, in degrees, to be applied to the image, relative to its center.
- flip
-
Specify
:horizto draw the image horizontally flipped or:vertto draw it vertically flipped. - z_index
-
The z-order to draw the object. Objects with larger z-orders will be drawn on top of the ones with smaller z-orders.
- round
-
Specify whether the drawing coordinates should be rounded to an integer before drawing, to avoid little distortions of the image. Only applies when the image is not rotated.
Obs.: This method accepts named parameters.
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# File 'lib/minigl/game_object.rb', line 254 def draw(map = nil, scale_x = 1, scale_y = 1, alpha = 0xff, color = 0xffffff, angle = nil, flip = nil, z_index = 0, round = false) if map.is_a? Hash scale_x = map.fetch(:scale_x, 1) scale_y = map.fetch(:scale_y, 1) alpha = map.fetch(:alpha, 0xff) color = map.fetch(:color, 0xffffff) angle = map.fetch(:angle, nil) flip = map.fetch(:flip, nil) z_index = map.fetch(:z_index, 0) round = map.fetch(:round, false) map = map.fetch(:map, nil) end color = (alpha << 24) | color if angle center_x = @x + @w * 0.5 center_y = @y + @h * 0.5 o_x = center_x - @x - @img_gap.x o_y = center_y - @y - @img_gap.y @img[@img_index].draw_rot @x + (flip == :horiz ? -1 : 1) * (@img_gap.x + o_x) - (map ? map.cam.x : 0), @y + (flip == :vert ? -1 : 1) * (@img_gap.y + o_y) - (map ? map.cam.y : 0), z_index, angle, o_x.to_f / (@img[0].width * scale_x), o_y.to_f / (@img[0].height * scale_y), (flip == :horiz ? -scale_x : scale_x), (flip == :vert ? -scale_y : scale_y), color else x = @x + (flip == :horiz ? -1 : 1) * @img_gap.x - (map ? map.cam.x : 0) + (flip == :horiz ? @w : 0) y = @y + (flip == :vert ? -1 : 1) * @img_gap.y - (map ? map.cam.y : 0) + (flip == :vert ? @h : 0) @img[@img_index].draw (round ? x.round : x), (round ? y.round : y), z_index, (flip == :horiz ? -scale_x : scale_x), (flip == :vert ? -scale_y : scale_y), color end end |