mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Bunch of stuff
This commit is contained in:
@@ -2,6 +2,8 @@ require "opengl"
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require "glu"
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require "glu"
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require "gosu"
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require "gosu"
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Dir.chdir(File.dirname(__FILE__))
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case OpenGL.get_platform
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case OpenGL.get_platform
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when :OPENGL_PLATFORM_WINDOWS
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when :OPENGL_PLATFORM_WINDOWS
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OpenGL.load_lib("opengl32.dll", "C:/Windows/System32")
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OpenGL.load_lib("opengl32.dll", "C:/Windows/System32")
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@@ -24,6 +26,8 @@ require_relative "lib/common_methods"
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require_relative "lib/managers/object_manager"
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require_relative "lib/managers/object_manager"
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require_relative "lib/managers/light_manager"
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require_relative "lib/managers/light_manager"
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require_relative "lib/objects/text"
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require_relative "lib/objects/multi_line_text"
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require_relative "lib/objects/game_object"
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require_relative "lib/objects/game_object"
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require_relative "lib/objects/light"
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require_relative "lib/objects/light"
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require_relative "lib/objects/camera"
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require_relative "lib/objects/camera"
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0
lib/managers/network_manager.rb
Normal file
0
lib/managers/network_manager.rb
Normal file
64
lib/objects/multi_line_text.rb
Normal file
64
lib/objects/multi_line_text.rb
Normal file
@@ -0,0 +1,64 @@
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class MultiLineText
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attr_accessor :options, :x, :y, :width, :height
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def initialize(text, options={})
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@texts = []
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text.split("\n").each_with_index do |line, i|
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_options = options
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_options[:y]+=_options[:size]
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@texts << Text.new(line, _options)
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end
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@options = options
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@x = @texts.first ? @texts.first.x : 0
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@y = @texts.first ? @texts.first.y : 0
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@width = 0
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@height = 0
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calculate_boundry
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end
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def draw
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@texts.each(&:draw)
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end
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def text
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string = ""
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@texts.each {|t| string << t.text}
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return string
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end
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def text=(text)
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text.split("\n").each_with_index do |line, i|
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if @texts[i]
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@texts[i].text = line
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else
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@texts << Text.new(line, @options)
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end
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end
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calculate_stack
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calculate_boundry
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end
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def x=(int)
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@x = int
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@texts.each {|t| t.x = int}
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end
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def y=(int)
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@y = int
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@texts.each_with_index {|t, i| t.y=int+(i*t.size)}
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end
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def calculate_stack
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@texts.each_with_index do |text, index|
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text.y = text.size*index
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end
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end
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def calculate_boundry
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@width = 0
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@height= 0
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@texts.each {|t| @width = t.width if t.width > @width}
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@texts.each {|t| @height+=t.height}
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end
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end
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@@ -1,3 +1,5 @@
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require "etc"
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class IMICFPS
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class IMICFPS
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class Player < GameObject
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class Player < GameObject
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@@ -11,7 +13,7 @@ class IMICFPS
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@first_person_view = true
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@first_person_view = true
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@devisor = 500.0
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@devisor = 500.0
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@name_image = Gosu::Image.from_text("Player", 100, font: "Consolas", align: :center)
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@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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# @name_image.save("temp.png")
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p @name_image.width/@devisor
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p @name_image.width/@devisor
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p @name_image.height/@devisor
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p @name_image.height/@devisor
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@@ -18,17 +18,20 @@ class IMICFPS
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end
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end
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def generate
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def generate
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#@width.times do |x|
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# @length.times do |z|
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# # TRIANGLE STRIP (BROKEN)
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# @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
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# @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
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# end
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#end
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@width.times do |x|
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@width.times do |x|
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@length.times do |z|
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@length.times do |z|
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# TRIANGLE STRIP (BROKEN)
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# @map << Vertex.new((x+1)-@width.to_f/2, 0, z-@legth.to_f/2)
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# @map << Vertex.new(x-@width.to_f/2, 0, (z+1)-@length.to_f/2)
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# WORKING TRIANGLES
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# WORKING TRIANGLES
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@map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new(x-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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#
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@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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@map << Vertex.new(x-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, z-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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@map << Vertex.new((x+1)-@width.to_f/2, @height, (z+1)-@length.to_f/2)
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@@ -95,11 +98,10 @@ class IMICFPS
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glColorPointer(3, GL_FLOAT, 0, @colors_packed)
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glColorPointer(3, GL_FLOAT, 0, @colors_packed)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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# glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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# glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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# glDrawArrays(GL_TRIANGLE_STRIP, 0, @vertices.size/3)
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glDrawArrays(GL_TRIANGLES, 0, @vertices.size/3)
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$window.number_of_faces+=@vertices.size/3
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$window.number_of_faces+=@vertices.size/3
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_VERTEX_ARRAY)
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95
lib/objects/text.rb
Normal file
95
lib/objects/text.rb
Normal file
@@ -0,0 +1,95 @@
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class Text
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CACHE = {}
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attr_accessor :text, :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options
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attr_reader :textobject
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def initialize(text, options={})
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@text = text || ""
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@options = options
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@size = options[:size] || 18
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@font = options[:font] || "Consolas"
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@x = options[:x] || 0
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@y = options[:y] || 0
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@z = options[:z] || 1025
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@factor_x = options[:factor_x] || 1
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@factor_y = options[:factor_y] || 1
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@color = options[:color] || Gosu::Color::WHITE
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@alignment= options[:alignment] || nil
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@shadow = true if options[:shadow] == true
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@shadow = false if options[:shadow] == false
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@shadow = true if options[:shadow] == nil
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@shadow_size = options[:shadow_size] ? options[:shadow_size] : 1
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@shadow_alpha= options[:shadow_alpha] ? options[:shadow_alpha] : 30
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@textobject = check_cache(@size, @font)
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if @alignment
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case @alignment
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when :left
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@x = 0+BUTTON_PADDING
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when :center
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@x = ($window.width/2)-(@textobject.text_width(@text)/2)
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when :right
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@x = $window.width-BUTTON_PADDING-@textobject.text_width(@text)
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end
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end
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return self
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end
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def check_cache(size, font_name)
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available = false
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font = nil
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if CACHE[size]
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if CACHE[size][font_name]
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font = CACHE[size][font_name]
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available = true
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else
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available = false
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end
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else
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available = false
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end
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unless available
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font = Gosu::Font.new(@size, name: @font)
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CACHE[@size] = {} unless CACHE[@size].is_a?(Hash)
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CACHE[@size][@font] = font
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end
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return font
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end
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def width
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textobject.text_width(@text)
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end
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def height
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textobject.height
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end
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def draw
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if @shadow && !ARGV.join.include?("--no-shadow")
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# _color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @shadow_alpha) if @shadow_alpha <= @color.alpha
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# _color = Gosu::Color.rgba(@color.red, @color.green, @color.blue, @color.alpha) unless @shadow_alpha <= @color.alpha
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_color = Gosu::Color::BLACK
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@textobject.draw(@text, @x-@shadow_size, @y, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x-@shadow_size, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x+@shadow_size, @y-@shadow_size, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x-@shadow_size, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x+@shadow_size, @y, @z, @factor_x, @factor_y, _color)
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@textobject.draw(@text, @x+@shadow_size, @y+@shadow_size, @z, @factor_x, @factor_y, _color)
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end
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@textobject.draw(@text, @x, @y, @z, @factor_x, @factor_y, @color)
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end
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def update; end
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end
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43
lib/ui/menu/menu.rb
Normal file
43
lib/ui/menu/menu.rb
Normal file
@@ -0,0 +1,43 @@
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class Menu
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def initialize
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@elements = []
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setup
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end
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def setup
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end
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def draw
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@elements.each(&:draw)
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end
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def update
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@elements.each(&:update)
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end
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def button(text, x:, y:, &block)
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@element << Button.new(text, x, y, block)
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end
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def label(text, x:, y:)
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@element << Text.new(text, x: x, y: y, size: 24)
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end
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class Button
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PADDING = 10
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def initialize(text, x, y, block)
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@text = Text.new(text, x: x, y: y)
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end
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def draw
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Gosu.draw_rect(x-PADDING, y-PADDING, @text.width+PADDING, @text.height+PADDING, Gosu::Color.rgb(0, 100, 0))
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@text.draw
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end
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def update
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end
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def mouse_over?
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end
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end
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end
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@@ -74,11 +74,13 @@ class IMICFPS
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if $debug
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if $debug
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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#glPolygonOffset(1, 0)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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#glPolygonOffset(0, 0)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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else
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end
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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end
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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@@ -37,8 +37,8 @@ class IMICFPS
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@crosshair_thickness = 3
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@crosshair_thickness = 3
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@crosshair_color = Gosu::Color.rgb(255,127,0)
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@crosshair_color = Gosu::Color.rgb(255,127,0)
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@font = Gosu::Font.new(18, name: "DejaVu Sans")
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# @font = Gosu::Font.new(18, name: "DejaVu Sans")
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@text = "Hello There"
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@text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
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Light.new(x: 3, y: -6, z: 6)
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Light.new(x: 3, y: -6, z: 6)
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Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
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Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
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@@ -73,28 +73,29 @@ class IMICFPS
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draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
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draw_rect(width/2-@crosshair_size, (height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
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draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
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draw_rect((width/2)-@crosshair_thickness/2, height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
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|
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@text.split("~").each_with_index do |bit, i|
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@text.draw
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@font.draw(bit.strip, 10, @font.height*i, Float::INFINITY)
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||||||
end
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||||||
end
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end
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def update
|
def update
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@last_frame_time = Gosu.milliseconds
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@last_frame_time = Gosu.milliseconds
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@text = "OpenGL Vendor: #{glGetString(GL_VENDOR)}~
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string = <<-eos
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OpenGL Renderer: #{glGetString(GL_RENDERER)} ~
|
OpenGL Vendor: #{glGetString(GL_VENDOR)}
|
||||||
OpenGL Version: #{glGetString(GL_VERSION)}~
|
OpenGL Renderer: #{glGetString(GL_RENDERER)}
|
||||||
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}~
|
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)} ~
|
Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.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} ~
|
Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
|
||||||
Field Of View: #{@camera.field_of_view} ~
|
#{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}
|
||||||
Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
|
Field Of View: #{@camera.field_of_view}
|
||||||
Faces: #{@number_of_faces} ~
|
Mouse Sesitivity: #{@camera.mouse_sensitivity}
|
||||||
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
|
Faces: #{@number_of_faces}
|
||||||
~
|
Last Frame: #{delta_time}ms (#{Gosu.fps} fps)
|
||||||
Draw Skydome: #{@draw_skydome}~
|
|
||||||
Debug mode: <c=992200>#{$debug}</b>~"
|
Draw Skydome: #{@draw_skydome}
|
||||||
|
Debug mode: <c=992200>#{$debug}</b>
|
||||||
|
eos
|
||||||
|
@text.text = string
|
||||||
|
|
||||||
ObjectManager.objects.each do |object|
|
ObjectManager.objects.each do |object|
|
||||||
object.update
|
object.update
|
||||||
|
|||||||
Reference in New Issue
Block a user