mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
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.)
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@@ -8,16 +8,6 @@ class IMICFPS
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def setup
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bind_model("base", "biped")
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InputMapper.set(:character, :forward, [Gosu::KbUp, Gosu::KbW])
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InputMapper.set(:character, :backward, [Gosu::KbDown, Gosu::KbS])
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InputMapper.set(:character, :strife_left, Gosu::KbA)
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InputMapper.set(:character, :strife_right, Gosu::KbD)
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InputMapper.set(:character, :turn_left, Gosu::KbLeft)
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InputMapper.set(:character, :turn_right, Gosu::KbRight)
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InputMapper.set(:character, :jump, Gosu::KbSpace)
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InputMapper.set(:character, :sprint, [Gosu::KbLeftControl])
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InputMapper.set(:character, :toggle_first_person_view, Gosu::KbF)
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@speed = 2.5 # meter's per second
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@running_speed = 6.8 # meter's per second
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@@ -98,7 +88,7 @@ class IMICFPS
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def update
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relative_speed = @speed
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if InputMapper.down?(:character, :sprint)
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if InputMapper.down?(:sprint)
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relative_speed = (@running_speed)*(delta_time)
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else
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relative_speed = @speed*(delta_time)
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@@ -106,27 +96,27 @@ class IMICFPS
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relative_y_rotation = @rotation.y*-1
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if InputMapper.down?(:character, :forward)
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if InputMapper.down?(:forward)
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@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :backward)
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if InputMapper.down?(:backward)
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@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_left)
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if InputMapper.down?(:strife_left)
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@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :strife_right)
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if InputMapper.down?(:strife_right)
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@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:character, :turn_left)
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if InputMapper.down?(:turn_left)
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@rotation.y+=(relative_speed*1000)*delta_time
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end
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if InputMapper.down?(:character, :turn_right)
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if InputMapper.down?(:turn_right)
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@rotation.y-=(relative_speed*1000)*delta_time
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end
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@@ -135,7 +125,7 @@ class IMICFPS
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@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
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end
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if InputMapper.down?(:character, :jump) && !@jumping
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if InputMapper.down?(:jump) && !@jumping
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@jumping = true
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@_time_in_air = Gosu.milliseconds
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elsif !@jumping && @position.y > @floor
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@@ -149,7 +139,7 @@ class IMICFPS
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end
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end
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if @jumping && !@falling
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if InputMapper.down?(:character, :jump)
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if InputMapper.down?(:jump)
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@velocity.y = 1.5
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@falling = true
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end
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@@ -161,9 +151,13 @@ class IMICFPS
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end
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def button_up(id)
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if InputMapper.is?(:character, :toggle_first_person_view, id)
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if InputMapper.is?(:toggle_first_person_view, id)
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@first_person_view = !@first_person_view
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@visible = !@first_person_view
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puts "First Person? #{@first_person_view}"
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elsif InputMapper.is?(:turn_180, id)
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@rotation.y = @rotation.y+180
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@rotation.y %= 360
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end
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end
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end
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