mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Added Game States, decoupled game from Window class and placed it in Game < GameState
This commit is contained in:
@@ -45,6 +45,11 @@ require_relative "lib/common_methods"
|
|||||||
require_relative "lib/managers/object_manager"
|
require_relative "lib/managers/object_manager"
|
||||||
require_relative "lib/managers/light_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/text"
|
||||||
require_relative "lib/objects/multi_line_text"
|
require_relative "lib/objects/multi_line_text"
|
||||||
require_relative "lib/objects/game_object"
|
require_relative "lib/objects/game_object"
|
||||||
|
|||||||
@@ -1,12 +1,27 @@
|
|||||||
class IMICFPS
|
class IMICFPS
|
||||||
module CommonMethods
|
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 button_down?(id); $window.button_down?(id); end
|
||||||
|
|
||||||
def mouse_x; $window.mouse_x; end
|
def mouse_x; $window.mouse_x; end
|
||||||
def mouse_y; $window.mouse_y; end
|
def mouse_y; $window.mouse_y; end
|
||||||
def mouse_x=int; $window.mouse_x=int; end
|
def mouse_x=int; $window.mouse_x=int; end
|
||||||
def mouse_y=int; $window.mouse_y=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
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -20,6 +20,7 @@ class IMICFPS
|
|||||||
@debug_color = Color.new(0.0, 1.0, 0.0)
|
@debug_color = Color.new(0.0, 1.0, 0.0)
|
||||||
@terrain = terrain
|
@terrain = terrain
|
||||||
@width, @height, @depth = 0,0,0
|
@width, @height, @depth = 0,0,0
|
||||||
|
@delta_time = Gosu.milliseconds
|
||||||
|
|
||||||
ObjectManager.add_object(self) if auto_manage
|
ObjectManager.add_object(self) if auto_manage
|
||||||
setup
|
setup
|
||||||
@@ -78,6 +79,7 @@ class IMICFPS
|
|||||||
|
|
||||||
def update
|
def update
|
||||||
model.update
|
model.update
|
||||||
|
@delta_time = Gosu.milliseconds
|
||||||
end
|
end
|
||||||
|
|
||||||
# Do two Axis Aligned Bounding Boxes intersect?
|
# Do two Axis Aligned Bounding Boxes intersect?
|
||||||
|
|||||||
@@ -87,8 +87,6 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
def update
|
def update
|
||||||
super
|
|
||||||
|
|
||||||
@floor = @terrain.height_at(self, 4.5)
|
@floor = @terrain.height_at(self, 4.5)
|
||||||
|
|
||||||
relative_speed = @speed
|
relative_speed = @speed
|
||||||
@@ -153,6 +151,8 @@ class IMICFPS
|
|||||||
# distance = 2.0
|
# distance = 2.0
|
||||||
# x_offset = distance * Math.cos(@bound_model.y_rotation)
|
# x_offset = distance * Math.cos(@bound_model.y_rotation)
|
||||||
# z_offset = distance * Math.sin(@bound_model.y_rotation)
|
# z_offset = distance * Math.sin(@bound_model.y_rotation)
|
||||||
|
|
||||||
|
super
|
||||||
end
|
end
|
||||||
|
|
||||||
def button_up(id)
|
def button_up(id)
|
||||||
|
|||||||
@@ -11,9 +11,9 @@ class IMICFPS
|
|||||||
end
|
end
|
||||||
|
|
||||||
def update
|
def update
|
||||||
super
|
|
||||||
@y_rotation+=0.01
|
@y_rotation+=0.01
|
||||||
@y_rotation%=360
|
@y_rotation%=360
|
||||||
|
super
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
22
lib/states/game_state.rb
Normal file
22
lib/states/game_state.rb
Normal file
@@ -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
|
||||||
148
lib/states/game_states/game.rb
Normal file
148
lib/states/game_states/game.rb
Normal file
@@ -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, $window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
|
||||||
|
|
||||||
|
@text.draw
|
||||||
|
end
|
||||||
|
|
||||||
|
def update
|
||||||
|
@last_frame_time = Gosu.milliseconds
|
||||||
|
begin
|
||||||
|
string = <<-eos
|
||||||
|
OpenGL Vendor: #{glGetString(GL_VENDOR)}
|
||||||
|
OpenGL Renderer: #{glGetString(GL_RENDERER)}
|
||||||
|
OpenGL Version: #{glGetString(GL_VERSION)}
|
||||||
|
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
|
||||||
|
|
||||||
|
Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
|
||||||
|
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
|
||||||
|
#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
|
||||||
|
Field Of View: #{@camera.field_of_view}
|
||||||
|
Mouse Sesitivity: #{@camera.mouse_sensitivity}
|
||||||
|
Faces: #{@number_of_faces}
|
||||||
|
Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
|
||||||
|
|
||||||
|
Draw Skydome: #{@draw_skydome}
|
||||||
|
Debug mode: <c=992200>#{$debug}</c>
|
||||||
|
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: <c=992200>#{$debug}</c>
|
||||||
|
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
|
||||||
9
lib/states/menu.rb
Normal file
9
lib/states/menu.rb
Normal file
@@ -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
|
||||||
7
lib/states/menus/main_menu.rb
Normal file
7
lib/states/menus/main_menu.rb
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
class IMICFPS
|
||||||
|
class MainMenu < Menu
|
||||||
|
def setup
|
||||||
|
title "I-MIC FPS"
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
151
lib/window.rb
151
lib/window.rb
@@ -1,10 +1,6 @@
|
|||||||
class IMICFPS
|
class IMICFPS
|
||||||
GRAVITY = 9.8 # m/s
|
GRAVITY = 9.8 # m/s
|
||||||
class Window < Gosu::Window
|
class Window < Gosu::Window
|
||||||
include OpenGL
|
|
||||||
include GLU
|
|
||||||
# include GLUT
|
|
||||||
|
|
||||||
attr_accessor :number_of_faces, :needs_cursor
|
attr_accessor :number_of_faces, :needs_cursor
|
||||||
attr_reader :camera
|
attr_reader :camera
|
||||||
|
|
||||||
@@ -19,158 +15,19 @@ class IMICFPS
|
|||||||
@needs_cursor = false
|
@needs_cursor = false
|
||||||
@number_of_faces = 0
|
@number_of_faces = 0
|
||||||
|
|
||||||
@delta_time = Gosu.milliseconds
|
@active_state = Game.new
|
||||||
|
|
||||||
@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
|
|
||||||
end
|
end
|
||||||
|
|
||||||
def draw
|
def draw
|
||||||
glError?
|
@active_state.draw
|
||||||
|
|
||||||
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
|
|
||||||
end
|
end
|
||||||
|
|
||||||
def update
|
def update
|
||||||
@last_frame_time = Gosu.milliseconds
|
@active_state.update
|
||||||
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: <c=992200>#{$debug}</c>
|
|
||||||
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: <c=992200>#{$debug}</c>
|
|
||||||
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
|
end
|
||||||
|
|
||||||
def button_up(id)
|
def button_up(id)
|
||||||
ObjectManager.objects.each do |object|
|
@active_state.button_up(id)
|
||||||
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
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
Reference in New Issue
Block a user