Added Game States, decoupled game from Window class and placed it in Game < GameState

This commit is contained in:
2018-09-09 07:36:59 -05:00
parent bf783381ee
commit 16e0e4dcff
10 changed files with 216 additions and 151 deletions

View File

@@ -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"

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@@ -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

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@@ -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?

View File

@@ -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)

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@@ -11,9 +11,9 @@ class IMICFPS
end
def update
super
@y_rotation+=0.01
@y_rotation%=360
super
end
end
end

22
lib/states/game_state.rb Normal file
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@@ -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

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@@ -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
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@@ -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

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@@ -0,0 +1,7 @@
class IMICFPS
class MainMenu < Menu
def setup
title "I-MIC FPS"
end
end
end

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@@ -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
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
@active_state = Game.new
end
def draw
glError?
gl do
glError?
glClearColor(0,0.2,0.5,1) # skyish blue
glError?
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError?
LightManager.lights.each(&:draw)
@camera.draw
@skydome.draw if @skydome.renderable
glEnable(GL_DEPTH_TEST)
ObjectManager.objects.each do |object|
object.draw if object.visible && object.renderable
end
end
# Draw crosshair
draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
@text.draw
@active_state.draw
end
def update
@last_frame_time = Gosu.milliseconds
begin
string = <<-eos
OpenGL Vendor: #{glGetString(GL_VENDOR)}
OpenGL Renderer: #{glGetString(GL_RENDERER)}
OpenGL Version: #{glGetString(GL_VERSION)}
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)}
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
#{if @camera.game_object then "Actor X:#{@camera.game_object.x.round(2)} Y:#{@camera.game_object.y.round(2)} Z:#{@camera.game_object.z.round(2)}";end}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Faces: #{@number_of_faces}
Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
Draw Skydome: #{@draw_skydome}
Debug mode: <c=992200>#{$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
@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