diff --git a/i-mic-fps.rb b/i-mic-fps.rb
index 12359f7..63a40fc 100644
--- a/i-mic-fps.rb
+++ b/i-mic-fps.rb
@@ -45,6 +45,11 @@ require_relative "lib/common_methods"
require_relative "lib/managers/object_manager"
require_relative "lib/managers/light_manager"
+require_relative "lib/states/game_state"
+require_relative "lib/states/game_states/game"
+require_relative "lib/states/menu"
+require_relative "lib/states/menus/main_menu"
+
require_relative "lib/objects/text"
require_relative "lib/objects/multi_line_text"
require_relative "lib/objects/game_object"
diff --git a/lib/common_methods.rb b/lib/common_methods.rb
index 4278dfc..3f4d93e 100644
--- a/lib/common_methods.rb
+++ b/lib/common_methods.rb
@@ -1,12 +1,27 @@
class IMICFPS
module CommonMethods
- def delta_time; $window.delta_time; end
+ def delta_time
+ (Gosu.milliseconds-@delta_time)/1000.0
+ end
def button_down?(id); $window.button_down?(id); end
def mouse_x; $window.mouse_x; end
def mouse_y; $window.mouse_y; end
def mouse_x=int; $window.mouse_x=int; end
def mouse_y=int; $window.mouse_y=int; end
+
+ def gl(&block)
+ $window.gl do
+ block.call
+ end
+ end
+
+ def draw_rect(*args)
+ $window.draw_rect(*args)
+ end
+ def draw_quad(*args)
+ $window.draw_quad(*args)
+ end
end
end
diff --git a/lib/objects/game_object.rb b/lib/objects/game_object.rb
index e74fc45..25f989b 100644
--- a/lib/objects/game_object.rb
+++ b/lib/objects/game_object.rb
@@ -20,6 +20,7 @@ class IMICFPS
@debug_color = Color.new(0.0, 1.0, 0.0)
@terrain = terrain
@width, @height, @depth = 0,0,0
+ @delta_time = Gosu.milliseconds
ObjectManager.add_object(self) if auto_manage
setup
@@ -78,6 +79,7 @@ class IMICFPS
def update
model.update
+ @delta_time = Gosu.milliseconds
end
# Do two Axis Aligned Bounding Boxes intersect?
diff --git a/lib/objects/player.rb b/lib/objects/player.rb
index 8490d97..66235dd 100644
--- a/lib/objects/player.rb
+++ b/lib/objects/player.rb
@@ -87,8 +87,6 @@ class IMICFPS
end
def update
- super
-
@floor = @terrain.height_at(self, 4.5)
relative_speed = @speed
@@ -153,6 +151,8 @@ class IMICFPS
# distance = 2.0
# x_offset = distance * Math.cos(@bound_model.y_rotation)
# z_offset = distance * Math.sin(@bound_model.y_rotation)
+
+ super
end
def button_up(id)
diff --git a/lib/objects/skydome.rb b/lib/objects/skydome.rb
index f7cad12..b9699e4 100644
--- a/lib/objects/skydome.rb
+++ b/lib/objects/skydome.rb
@@ -11,9 +11,9 @@ class IMICFPS
end
def update
- super
@y_rotation+=0.01
@y_rotation%=360
+ super
end
end
end
diff --git a/lib/states/game_state.rb b/lib/states/game_state.rb
new file mode 100644
index 0000000..6804913
--- /dev/null
+++ b/lib/states/game_state.rb
@@ -0,0 +1,22 @@
+class IMICFPS
+ class GameState
+ include CommonMethods
+
+ def initialize
+ @delta_time = Gosu.milliseconds
+ setup
+ end
+
+ def setup
+ end
+
+ def draw
+ end
+
+ def update
+ end
+
+ def button_up(id)
+ end
+ end
+end
\ No newline at end of file
diff --git a/lib/states/game_states/game.rb b/lib/states/game_states/game.rb
new file mode 100644
index 0000000..61437e2
--- /dev/null
+++ b/lib/states/game_states/game.rb
@@ -0,0 +1,148 @@
+class IMICFPS
+ class Game < GameState
+ include OpenGL
+ include GLU
+
+ def setup
+ @terrain = Terrain.new#(size: 170, height: 0)
+ @draw_skydome = true
+ @skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
+
+ 25.times do
+ Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain)
+ end
+
+ @player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
+ @camera = Camera.new(x: 0, y: -2, z: 1)
+ @camera.attach_to(@player)
+
+ @crosshair_size = 10
+ @crosshair_thickness = 3
+ @crosshair_color = Gosu::Color.rgb(255,127,0)
+
+ # @font = Gosu::Font.new(18, name: "DejaVu Sans")
+ @text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
+
+ Light.new(x: 3, y: -6, z: 6)
+ Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
+ end
+
+ def glError?
+ e = glGetError()
+ if e != GL_NO_ERROR
+ $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
+ exit
+ end
+ end
+
+ def draw
+ glError?
+
+ gl do
+ glError?
+ glClearColor(0,0.2,0.5,1) # skyish blue
+ glError?
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
+ glError?
+
+ LightManager.lights.each(&:draw)
+
+ @camera.draw
+ @skydome.draw if @skydome.renderable
+ glEnable(GL_DEPTH_TEST)
+
+ ObjectManager.objects.each do |object|
+ object.draw if object.visible && object.renderable
+ end
+ end
+
+ # Draw crosshair
+ draw_rect($window.width/2-@crosshair_size, ($window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
+ draw_rect(($window.width/2)-@crosshair_thickness/2, $window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
+
+ @text.draw
+ end
+
+ def update
+ @last_frame_time = Gosu.milliseconds
+ begin
+ string = <<-eos
+OpenGL Vendor: #{glGetString(GL_VENDOR)}
+OpenGL Renderer: #{glGetString(GL_RENDERER)}
+OpenGL Version: #{glGetString(GL_VERSION)}
+OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
+
+Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
+Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
+#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
+Field Of View: #{@camera.field_of_view}
+Mouse Sesitivity: #{@camera.mouse_sensitivity}
+Faces: #{@number_of_faces}
+Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
+
+Draw Skydome: #{@draw_skydome}
+Debug mode: #{$debug}
+eos
+ rescue ArgumentError
+ string = <<-eos
+Unable to call glGetString!
+
+Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
+Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
+#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
+Field Of View: #{@camera.field_of_view}
+Mouse Sesitivity: #{@camera.mouse_sensitivity}
+Faces: #{@number_of_faces}
+Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
+
+Draw Skydome: #{@draw_skydome}
+Debug mode: #{$debug}
+eos
+ end
+ @text.text = string
+
+ # ObjectManager.objects.each do |object|
+ # ObjectManager.objects.each do |b|
+ # next if b == object
+ # if object.intersect(object, b)
+ # # puts "#{object} is intersecting #{b}"
+ # end
+ # end
+ # object.update
+ # end
+ ObjectManager.objects.each(&:update)
+
+ @skydome.update if @skydome.renderable
+
+ @camera.update
+
+ $window.close if $window.button_down?(Gosu::KbEscape)
+ @number_of_faces = 0
+ @delta_time = Gosu.milliseconds
+ end
+
+ def button_up(id)
+ ObjectManager.objects.each do |object|
+ object.button_up(id) if defined?(object.button_up)
+ end
+
+ @camera.button_up(id)
+
+ case id
+ when Gosu::KbZ
+ @draw_skydome = !@draw_skydome
+ when Gosu::KbBacktick
+ $debug = !$debug
+ end
+ @skydome.renderable = @draw_skydome
+ end
+
+ def needs_cursor?
+ @needs_cursor
+ end
+
+ def lose_focus
+ puts 'Bye'
+ end
+ end
+end
\ No newline at end of file
diff --git a/lib/states/menu.rb b/lib/states/menu.rb
new file mode 100644
index 0000000..69d8ba6
--- /dev/null
+++ b/lib/states/menu.rb
@@ -0,0 +1,9 @@
+class IMICFPS
+ class Menu < GameState
+ def title(text, color = Gosu::Color.rgba(127, 64, 0, 200))
+ end
+
+ def link(text, color = Gosu::Color::BLUE, &block)
+ end
+ end
+end
\ No newline at end of file
diff --git a/lib/states/menus/main_menu.rb b/lib/states/menus/main_menu.rb
new file mode 100644
index 0000000..86e8d8e
--- /dev/null
+++ b/lib/states/menus/main_menu.rb
@@ -0,0 +1,7 @@
+class IMICFPS
+ class MainMenu < Menu
+ def setup
+ title "I-MIC FPS"
+ end
+ end
+end
\ No newline at end of file
diff --git a/lib/window.rb b/lib/window.rb
index 623ac7d..c56d7f1 100644
--- a/lib/window.rb
+++ b/lib/window.rb
@@ -1,10 +1,6 @@
class IMICFPS
GRAVITY = 9.8 # m/s
class Window < Gosu::Window
- include OpenGL
- include GLU
- # include GLUT
-
attr_accessor :number_of_faces, :needs_cursor
attr_reader :camera
@@ -19,158 +15,19 @@ class IMICFPS
@needs_cursor = false
@number_of_faces = 0
- @delta_time = Gosu.milliseconds
-
- @terrain = Terrain.new#(size: 170, height: 0)
- @draw_skydome = true
- @skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
-
- 25.times do
- Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain)
- end
- # Tree.new(x: 1, z: -5, terrain: @terrain)
- # Tree.new(x: 5, z: 5, terrain: @terrain)
- # TestObject.new(scale: 1)
- # p ObjectManager.objects.map {|o| o.name}
- # Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
- # Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
- # Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
-
- @player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
- @camera = Camera.new(x: 0, y: -2, z: 1)
- @camera.attach_to(@player)
-
- @crosshair_size = 10
- @crosshair_thickness = 3
- @crosshair_color = Gosu::Color.rgb(255,127,0)
-
- # @font = Gosu::Font.new(18, name: "DejaVu Sans")
- @text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
-
- Light.new(x: 3, y: -6, z: 6)
- Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
- end
-
- def glError?
- e = glGetError()
- if e != GL_NO_ERROR
- $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
- exit
- end
+ @active_state = Game.new
end
def draw
- glError?
-
- gl do
- glError?
- glClearColor(0,0.2,0.5,1) # skyish blue
- glError?
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
- glError?
-
- LightManager.lights.each(&:draw)
-
- @camera.draw
- @skydome.draw if @skydome.renderable
- glEnable(GL_DEPTH_TEST)
-
- ObjectManager.objects.each do |object|
- object.draw if object.visible && object.renderable
- end
- end
-
- # Draw crosshair
- draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
- draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
-
- @text.draw
+ @active_state.draw
end
def update
- @last_frame_time = Gosu.milliseconds
- begin
- string = <<-eos
-OpenGL Vendor: #{glGetString(GL_VENDOR)}
-OpenGL Renderer: #{glGetString(GL_RENDERER)}
-OpenGL Version: #{glGetString(GL_VERSION)}
-OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
-
-Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
-Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
-#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
-Field Of View: #{@camera.field_of_view}
-Mouse Sesitivity: #{@camera.mouse_sensitivity}
-Faces: #{@number_of_faces}
-Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
-
-Draw Skydome: #{@draw_skydome}
-Debug mode: #{$debug}
-eos
- rescue ArgumentError
- string = <<-eos
-Unable to call glGetString!
-
-Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
-Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
-#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
-Field Of View: #{@camera.field_of_view}
-Mouse Sesitivity: #{@camera.mouse_sensitivity}
-Faces: #{@number_of_faces}
-Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
-
-Draw Skydome: #{@draw_skydome}
-Debug mode: #{$debug}
-eos
- end
- @text.text = string
-
- # ObjectManager.objects.each do |object|
- # ObjectManager.objects.each do |b|
- # next if b == object
- # if object.intersect(object, b)
- # # puts "#{object} is intersecting #{b}"
- # end
- # end
- # object.update
- # end
- ObjectManager.objects.each(&:update)
-
- @skydome.update if @skydome.renderable
-
- @camera.update
-
- $window.close if $window.button_down?(Gosu::KbEscape)
- @number_of_faces = 0
- @delta_time = Gosu.milliseconds
+ @active_state.update
end
def button_up(id)
- ObjectManager.objects.each do |object|
- object.button_up(id) if defined?(object.button_up)
- end
-
- @camera.button_up(id)
-
- case id
- when Gosu::KbZ
- @draw_skydome = !@draw_skydome
- when Gosu::KbBacktick
- $debug = !$debug
- end
- @skydome.renderable = @draw_skydome
- end
-
- def needs_cursor?
- @needs_cursor
- end
-
- def lose_focus
- puts 'Bye'
- end
-
- def delta_time
- (Gosu.milliseconds-@delta_time)/1000.0
+ @active_state.button_up(id)
end
end
end