remove glu from gemfile, added InputMapper, using InputMapper for Camera and Player.

This commit is contained in:
2019-02-17 14:14:39 -06:00
parent 9f6f330202
commit 5a97d292c0
10 changed files with 103 additions and 38 deletions

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@@ -1,5 +1,3 @@
source "https://rubygems.org"
gem "opengl-bindings"
gem "glu"
# gem "glut"
gem "gosu"

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@@ -1,8 +1,6 @@
GEM
remote: https://rubygems.org/
specs:
glu (8.2.2)
glu (8.2.2-x86-mingw32)
gosu (0.14.5)
gosu (0.14.5-x86-mingw32)
opengl-bindings (1.6.7)
@@ -12,7 +10,6 @@ PLATFORMS
x86-mingw32
DEPENDENCIES
glu
gosu
opengl-bindings

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@@ -61,6 +61,7 @@ end
$debug = ARGV.join.include?("--debug") ? true : false
require_relative "lib/common_methods"
require_relative "lib/managers/input_mapper"
require_relative "lib/managers/shader_manager"
require_relative "lib/managers/object_manager"
require_relative "lib/managers/light_manager"
@@ -95,7 +96,7 @@ require_relative "lib/wavefront/model"
require_relative "lib/window"
MODEL_METER_SCALE = 1.0 # Objects exported from blender using the millimeter object scale will be close to 1 GL unit
MODEL_METER_SCALE = 1.0 # Objects exported from blender using the default or meter object scale will be close to 1 GL unit
if ARGV.join.include?("--profile")

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@@ -17,7 +17,7 @@ class IMICFPS
b.debug_color = Color.new(1.0,0.0,0.0)
# @game_state.game_objects.delete(object) unless object.is_a?(Player)
puts "#{object} is intersecting #{b}" if object.is_a?(Player)
# puts "#{object} is intersecting #{b}" if object.is_a?(Player)
else
object.debug_color = Color.new(0,1,0)
b.debug_color = Color.new(0,1,0)

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@@ -0,0 +1,45 @@
class IMICFPS
class InputMapper
@@keymap = {}
def self.get(category, action)
key = @@keymap.dig(category, action)
end
def self.set(category, action, key)
raise "category must be a symbol" unless category.is_a?(Symbol)
raise "action must be a symbol" unless action.is_a?(Symbol)
raise "key must be a whole number or Array of whole numbers, got #{key}" unless key.is_a?(Integer) || key.is_a?(Array)
@@keymap[category] ||= {}
warn "InputMapper.set(:#{category}, :#{action}) is already defined as #{@@keymap[category][action]}" if @@keymap[category][action]
@@keymap[category][action] = key
end
def self.down?(category, action)
keys = get(category, action)
if keys.is_a?(Array)
keys.detect do |key|
Gosu.button_down?(key)
end
else
Gosu.button_down?(keys)
end
end
def self.is?(category, action, query_key)
keys = get(category, action)
if keys.is_a?(Array)
keys.detect do |key|
query_key == key
end
else
query_key == keys
end
end
end
end

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@@ -23,6 +23,16 @@ class IMICFPS
@mouse_sensitivity = 20.0
@mouse_captured = true
@mouse_checked = 0
InputMapper.set(:camera, :ascend, Gosu::KbSpace)
InputMapper.set(:camera, :descend, [Gosu::KbLeftControl, Gosu::KbRightControl])
InputMapper.set(:camera, :release_mouse, [Gosu::KbLeftAlt, Gosu::KbRightAlt])
InputMapper.set(:camera, :capture_mouse, Gosu::MsLeft)
InputMapper.set(:camera, :increase_mouse_sensitivity, Gosu::KB_NUMPAD_PLUS)
InputMapper.set(:camera, :decrease_mouse_sensitivity, Gosu::KB_NUMPAD_MINUS)
InputMapper.set(:camera, :reset_mouse_sensitivity, Gosu::KB_NUMPAD_MULTIPLY)
InputMapper.set(:camera, :increase_view_distance, Gosu::MsWheelUp)
InputMapper.set(:camera, :decrease_view_distance, Gosu::MsWheelDown)
end
def attach_to(game_object)
@@ -111,56 +121,55 @@ class IMICFPS
relative_y_rotation = (@yaw + 180)
relative_speed = 0.5
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
if InputMapper.down?(:character, :forward)
@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
if InputMapper.down?(:character, :backward)
@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbA)
if InputMapper.down?(:character, :strife_left)
@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbD)
if InputMapper.down?(:character, :strife_right)
@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbSpace)
if InputMapper.down?(:camera, :ascend)
@y+=relative_speed
end
if button_down?(Gosu::KbLeftShift) || button_down?(Gosu::KbRightShift)
if InputMapper.down?(:camera, :descend)
@y-=relative_speed
end
end
def button_up(id)
case id
when Gosu::KbLeftAlt, Gosu::KbRightAlt
if InputMapper.is?(:camera, :release_mouse, id)
@mouse_captured = false
$window.needs_cursor = true
when Gosu::MsLeft
elsif InputMapper.is?(:camera, :capture_mouse, id)
@mouse_captured = true
$window.needs_cursor = false
when Gosu::KB_NUMPAD_PLUS
elsif InputMapper.is?(:camera, :increase_mouse_sensitivity, id)
@mouse_sensitivity+=1
@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
when Gosu::KbMinus, Gosu::KB_NUMPAD_MINUS
elsif InputMapper.is?(:camera, :decrease_mouse_sensitivity, id)
@mouse_sensitivity-=1
@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
when Gosu::KB_NUMPAD_MULTIPLY
elsif InputMapper.is?(:camera, :reset_mouse_sensitivity, id)
@mouse_sensitivity = 20.0
when Gosu::MsWheelUp
elsif InputMapper.is?(:camera, :increase_view_distance, id)
# @field_of_view += 1
# @field_of_view = @field_of_view.clamp(1, 100)
@view_distance += 1
@view_distance = @view_distance.clamp(1, 1000)
when Gosu::MsWheelDown
elsif InputMapper.is?(:camera, :decrease_view_distance, id)
# @field_of_view -= 1
# @field_of_view = @field_of_view.clamp(1, 100)
@view_distance -= 1

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@@ -8,6 +8,18 @@ class IMICFPS
def setup
bind_model("base", "biped")
InputMapper.set(:character, :forward, [Gosu::KbUp, Gosu::KbW])
InputMapper.set(:character, :backward, [Gosu::KbDown, Gosu::KbS])
InputMapper.set(:character, :strife_left, Gosu::KbA)
InputMapper.set(:character, :strife_right, Gosu::KbD)
InputMapper.set(:character, :turn_left, Gosu::KbLeft)
InputMapper.set(:character, :turn_right, Gosu::KbRight)
InputMapper.set(:character, :jump, Gosu::KbSpace)
InputMapper.set(:character, :sprint, [Gosu::KbLeftControl])
InputMapper.set(:character, :turn_180, Gosu::KbX)
InputMapper.set(:character, :toggle_first_person_view, Gosu::KbF)
@speed = 2.5 # meter's per second
@running_speed = 6.8 # meter's per second
@old_speed = @speed
@@ -90,7 +102,7 @@ class IMICFPS
@floor = @terrain.height_at(self, 4.5)
relative_speed = @speed
if button_down?(Gosu::KbLeftControl)
if InputMapper.down?(:character, :sprint)
relative_speed = (@running_speed)*(delta_time)
else
relative_speed = @speed*(delta_time)
@@ -98,27 +110,27 @@ class IMICFPS
relative_y_rotation = @y_rotation*-1
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
if InputMapper.down?(:character, :forward)
@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
if InputMapper.down?(:character, :backward)
@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbA)
if InputMapper.down?(:character, :strife_left)
@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbD)
if InputMapper.down?(:character, :strife_right)
@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbLeft)
if InputMapper.down?(:character, :turn_left)
@y_rotation+=(relative_speed*1000)*delta_time
end
if button_down?(Gosu::KbRight)
if InputMapper.down?(:character, :turn_right)
@y_rotation-=(relative_speed*1000)*delta_time
end
@@ -127,7 +139,7 @@ class IMICFPS
@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
end
if button_down?(Gosu::KbSpace) && !@jumping
if InputMapper.down?(:character, :jump) && !@jumping
@jumping = true
@_time_in_air = Gosu.milliseconds
elsif !@jumping && @y > @floor
@@ -141,7 +153,7 @@ class IMICFPS
end
end
if @jumping && !@falling
if button_down?(Gosu::KbSpace)
if InputMapper.down?(:character, :jump)
@y_velocity = 1.5
@falling = true
end
@@ -158,11 +170,11 @@ class IMICFPS
end
def button_up(id)
case id
when Gosu::KbX
if InputMapper.is?(:character, :turn_180, id)
@y_rotation = @y_rotation+180
@y_rotation %= 360
when Gosu::KbF
elsif InputMapper.is?(:character, :toggle_first_person_view, id)
@first_person_view = !@first_person_view
puts "First Person? #{@first_person_view}"
end

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@@ -10,7 +10,7 @@ class IMICFPS
def initialize(manifest_file:, game_object: nil)
@manifest = YAML.load(File.read(manifest_file))
pp @manifest
# pp @manifest
@file_path = File.expand_path("./../model/", manifest_file) + "/#{@manifest["model"]}"
@name = @manifest["name"]

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@@ -25,7 +25,7 @@ class IMICFPS
@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")
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
Light.new(x: 3, y: -6, z: 6, game_state: self)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
@@ -76,7 +76,6 @@ 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)}
Compensating faulty mouse centering? #{@camera.broken_mouse_centering}
#{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}
@@ -106,7 +105,11 @@ Draw Skydome: #{@draw_skydome}
Debug mode: <c=992200>#{$debug}</c>
eos
end
@text.text = string
if $debug
@text.text = string
else
@text.text = "FPS: #{Gosu.fps}"
end
@collision_manager.update
@game_objects.each(&:update)

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@@ -14,7 +14,7 @@ class IMICFPS
end
def set_texture(texture_path)
puts "#{name} texture #{texture_path}"
# puts "#{name} texture #{texture_path}"
@texture = Gosu::Image.new(texture_path, retro: false)
array_of_pixels = @texture.to_blob