Replaced usage of with CommonMethods.window (which uses ), refactored InputMapper to match actions to keys and visa-versa, removed categories from InputMapper, moved input mappings from Camera and Player into InputMapper (for now.)

This commit is contained in:
2019-02-22 14:55:06 -06:00
parent 8b65973f6f
commit 6191699d8b
11 changed files with 178 additions and 121 deletions

View File

@@ -6,7 +6,7 @@ class IMICFPS
attr_accessor :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
attr_reader :entity, :position
def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 100.0)
def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 155.0)
@position = Vector.new(x,y,z)
@pitch = 0.0
@yaw = 0.0
@@ -19,26 +19,15 @@ class IMICFPS
@distance = 4
@origin_distance = @distance
self.mouse_x, self.mouse_y = $window.width/2, $window.height/2
@true_mouse = Point.new($window.width/2, $window.height/2)
self.mouse_x, self.mouse_y = window.width/2, window.height/2
@true_mouse = Point.new(window.width/2, window.height/2)
@mouse_sensitivity = 20.0 # Less is faster, more is slower
@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, :turn_180, Gosu::KbX)
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(entity)
raise "Not a game object!" unless entity.is_a?(Entity)
raise "Not an Entity!" unless entity.is_a?(Entity)
@entity = entity
end
@@ -74,8 +63,7 @@ class IMICFPS
@position.y = @entity.position.y + 2
@position.z = @entity.position.z - z_offset
# @yaw = 180 - @entity.y_rotation
@entity.rotation.y = -@yaw + 180
@yaw = 180 - @entity.rotation.y
end
def draw
@@ -83,7 +71,7 @@ class IMICFPS
glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
glLoadIdentity # Resets current modelview matrix
# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
gluPerspective(@field_of_view, window.width / window.height, 0.1, @view_distance)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glRotatef(@pitch,1,0,0)
glRotatef(@yaw,0,1,0)
@@ -102,7 +90,6 @@ class IMICFPS
def update
if @mouse_captured
position_camera if @entity
delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
@yaw -= delta
@@ -113,9 +100,10 @@ class IMICFPS
@entity.rotation.y += delta if @entity
free_move unless @entity
position_camera if @entity
self.mouse_x = $window.width/2 if self.mouse_x <= 1 || $window.mouse_x >= $window.width-1
self.mouse_y = $window.height/2 if self.mouse_y <= 1 || $window.mouse_y >= $window.height-1
self.mouse_x = window.width/2 if self.mouse_x <= 1 || window.mouse_x >= window.width-1
self.mouse_y = window.height/2 if self.mouse_y <= 1 || window.mouse_y >= window.height-1
@true_mouse.x, @true_mouse.y = self.mouse_x, self.mouse_y
end
end
@@ -124,62 +112,59 @@ class IMICFPS
relative_y_rotation = (@yaw + 180)
relative_speed = 0.5
if InputMapper.down?(:character, :forward)
if InputMapper.down?( :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 InputMapper.down?(:character, :backward)
if InputMapper.down?(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 InputMapper.down?(:character, :strife_left)
if InputMapper.down?(: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 InputMapper.down?(:character, :strife_right)
if InputMapper.down?(: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 InputMapper.down?(:camera, :ascend)
if InputMapper.down?(:ascend)
@y+=relative_speed
end
if InputMapper.down?(:camera, :descend)
if InputMapper.down?(:descend)
@y-=relative_speed
end
end
def button_up(id)
if InputMapper.is?(:camera, :release_mouse, id)
if InputMapper.is?(:release_mouse, id)
@mouse_captured = false
$window.needs_cursor = true
elsif InputMapper.is?(:camera, :capture_mouse, id)
window.needs_cursor = true
elsif InputMapper.is?(:capture_mouse, id)
@mouse_captured = true
$window.needs_cursor = false
elsif InputMapper.is?(:camera, :increase_mouse_sensitivity, id)
window.needs_cursor = false
elsif InputMapper.is?(:increase_mouse_sensitivity, id)
@mouse_sensitivity+=1
@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
elsif InputMapper.is?(:camera, :decrease_mouse_sensitivity, id)
elsif InputMapper.is?(:decrease_mouse_sensitivity, id)
@mouse_sensitivity-=1
@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
elsif InputMapper.is?(:camera, :reset_mouse_sensitivity, id)
elsif InputMapper.is?(:reset_mouse_sensitivity, id)
@mouse_sensitivity = 20.0
elsif InputMapper.is?(:camera, :increase_view_distance, id)
elsif InputMapper.is?(: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)
elsif InputMapper.is?(:camera, :decrease_view_distance, id)
elsif InputMapper.is?(:decrease_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)
elsif InputMapper.is?(:camera, :turn_180, id)
@rotation.y = @rotation.y+180
@rotation.y %= 360
end
end
end

View File

@@ -8,16 +8,6 @@ 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, :toggle_first_person_view, Gosu::KbF)
@speed = 2.5 # meter's per second
@running_speed = 6.8 # meter's per second
@@ -98,7 +88,7 @@ class IMICFPS
def update
relative_speed = @speed
if InputMapper.down?(:character, :sprint)
if InputMapper.down?(:sprint)
relative_speed = (@running_speed)*(delta_time)
else
relative_speed = @speed*(delta_time)
@@ -106,27 +96,27 @@ class IMICFPS
relative_y_rotation = @rotation.y*-1
if InputMapper.down?(:character, :forward)
if InputMapper.down?(:forward)
@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :backward)
if InputMapper.down?(:backward)
@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :strife_left)
if InputMapper.down?(:strife_left)
@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :strife_right)
if InputMapper.down?(:strife_right)
@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if InputMapper.down?(:character, :turn_left)
if InputMapper.down?(:turn_left)
@rotation.y+=(relative_speed*1000)*delta_time
end
if InputMapper.down?(:character, :turn_right)
if InputMapper.down?(:turn_right)
@rotation.y-=(relative_speed*1000)*delta_time
end
@@ -135,7 +125,7 @@ class IMICFPS
@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
end
if InputMapper.down?(:character, :jump) && !@jumping
if InputMapper.down?(:jump) && !@jumping
@jumping = true
@_time_in_air = Gosu.milliseconds
elsif !@jumping && @position.y > @floor
@@ -149,7 +139,7 @@ class IMICFPS
end
end
if @jumping && !@falling
if InputMapper.down?(:character, :jump)
if InputMapper.down?(:jump)
@velocity.y = 1.5
@falling = true
end
@@ -161,9 +151,13 @@ class IMICFPS
end
def button_up(id)
if InputMapper.is?(:character, :toggle_first_person_view, id)
if InputMapper.is?(:toggle_first_person_view, id)
@first_person_view = !@first_person_view
@visible = !@first_person_view
puts "First Person? #{@first_person_view}"
elsif InputMapper.is?(:turn_180, id)
@rotation.y = @rotation.y+180
@rotation.y %= 360
end
end
end

View File

@@ -1,4 +1,5 @@
class Text
include IMICFPS::CommonMethods
CACHE = {}
attr_accessor :text, :x, :y, :z, :size, :factor_x, :factor_y, :color, :shadow, :shadow_size, :options
@@ -29,9 +30,9 @@ class Text
when :left
@x = 0+BUTTON_PADDING
when :center
@x = ($window.width/2)-(@textobject.text_width(@text)/2)
@x = (window.width/2)-(@textobject.text_width(@text)/2)
when :right
@x = $window.width-BUTTON_PADDING-@textobject.text_width(@text)
@x = window.width-BUTTON_PADDING-@textobject.text_width(@text)
end
end