mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Added main menu, added loading screen, hacked and chiseled things until I could load models without attaching to a gameobject.
This commit is contained in:
@@ -46,6 +46,7 @@ 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/states/game_state"
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require_relative "lib/states/game_state"
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require_relative "lib/states/game_states/loading_state"
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require_relative "lib/states/game_states/game"
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require_relative "lib/states/game_states/game"
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require_relative "lib/states/menu"
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require_relative "lib/states/menu"
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require_relative "lib/states/menus/main_menu"
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require_relative "lib/states/menus/main_menu"
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@@ -23,5 +23,8 @@ class IMICFPS
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def draw_quad(*args)
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def draw_quad(*args)
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$window.draw_quad(*args)
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$window.draw_quad(*args)
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end
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end
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def fill(color = Gosu::Color::WHITE)
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draw_rect(0, 0, $window.width, $window.height, color)
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end
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end
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end
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end
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end
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@@ -26,6 +26,9 @@ class IMICFPS
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setup
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setup
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if @bound_model
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if @bound_model
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@bound_model.model.game_object = self
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@bound_model.model.objects.each {|o| o.parent = self}
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@height = box.max_y-box.min_y
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@@ -38,6 +41,8 @@ class IMICFPS
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def bind_model(model)
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def bind_model(model)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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raise "model isn't a model!" unless model.is_a?(ModelLoader)
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@bound_model = model
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@bound_model = model
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@bound_model.model.game_object = self
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@bound_model.model.objects.each {|o| o.parent = self}
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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box = normalize_bounding_box(@bound_model.model.bounding_box)
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@width = box.max_x-box.min_x
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@width = box.max_x-box.min_x
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@height = box.max_y-box.min_y
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@height = box.max_y-box.min_y
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@@ -8,20 +8,21 @@ class IMICFPS
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attr_reader :model, :name, :debug_color
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attr_reader :model, :name, :debug_color
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def initialize(type:, file_path:, game_object:)
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def initialize(type:, file_path:, game_object: nil)
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@type = type
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@type = type
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@file_path = file_path
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@file_path = file_path
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@name = file_path.split("/").last.split(".").first
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@name = file_path.split("/").last.split(".").first
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@model = nil
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@model = nil
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@supported_models = ["OBJ"]
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unless load_model_from_cache
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unless load_model_from_cache
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case type
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case @type
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when :obj
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when :obj
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@model = Wavefront::Model.new(file_path: @file_path, game_object: game_object)
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@model = Wavefront::Model.new(file_path: @file_path, game_object: game_object)
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else
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else
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raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
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raise "Unsupported model type, supported models are: #{@supported_models.join(', ')}"
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end
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end
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cache_model
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cache_model
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@@ -1,12 +1,17 @@
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class IMICFPS
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class IMICFPS
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class GameState
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class GameState
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include CommonMethods
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include CommonMethods
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attr_reader :options
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def initialize
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def initialize(options = {})
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@options = options
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@delta_time = Gosu.milliseconds
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@delta_time = Gosu.milliseconds
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setup
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setup
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end
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end
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def push_game_state(klass_or_instance)
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$window.push_game_state(klass_or_instance)
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end
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def setup
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def setup
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end
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end
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@@ -77,7 +77,7 @@ Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)}
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#{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}
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#{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}
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Field Of View: #{@camera.field_of_view}
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Field Of View: #{@camera.field_of_view}
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Mouse Sesitivity: #{@camera.mouse_sensitivity}
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Mouse Sesitivity: #{@camera.mouse_sensitivity}
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Faces: #{@number_of_faces}
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Faces: #{$window.number_of_faces}
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Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
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Draw Skydome: #{@draw_skydome}
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Draw Skydome: #{@draw_skydome}
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@@ -117,7 +117,7 @@ eos
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@camera.update
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@camera.update
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$window.close if $window.button_down?(Gosu::KbEscape)
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$window.close if $window.button_down?(Gosu::KbEscape)
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@number_of_faces = 0
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$window.number_of_faces = 0
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@delta_time = Gosu.milliseconds
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@delta_time = Gosu.milliseconds
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end
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end
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@@ -1,9 +1,126 @@
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class IMICFPS
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class IMICFPS
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class Menu < GameState
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class Menu < GameState
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def title(text, color = Gosu::Color.rgba(127, 64, 0, 200))
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def initialize
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@elements = []
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@size = 50
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@slope = 250
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@color_step = 10
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@base_color = Gosu::Color.rgb(255, 127, 0)
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super
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end
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end
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def link(text, color = Gosu::Color::BLUE, &block)
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def title(text, color = @base_color)
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@elements << Text.new(text, color: color, size: 100, x: 0, y: 15, alignment: :center)
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end
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def link(text, color = Gosu::Color.rgb(0,127,127), &block)
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text = Text.new(text, color: color, size: 50, x: 0, y: 100+(60*@elements.count), alignment: :center)
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@elements << Link.new(text, self, block)
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end
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def draw
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@background ||= Gosu.record(Gosu.screen_width, Gosu.screen_height) do
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((Gosu.screen_height+@slope)/@size).times do |i|
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fill_quad(
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0, i*@size,
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0, @slope+(i*@size),
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$window.width/2, (-@slope)+(i*@size),
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$window.width/2, i*@size,
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Gosu::Color.rgba(@base_color.red-i*@color_step, @base_color.green-i*@color_step, @base_color.blue-i*@color_step, 200)
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)
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fill_quad(
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$window.width, i*@size,
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$window.width, @slope+(i*@size),
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$window.width/2, (-@slope)+(i*@size),
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$window.width/2, i*@size,
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Gosu::Color.rgba(@base_color.red-i*@color_step, @base_color.green-i*@color_step, @base_color.blue-i*@color_step, 200)
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)
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end
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end
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@background.draw(0, 0, 0)
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# Box
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draw_rect(
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$window.width/4, 0,
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$window.width/2, $window.height,
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Gosu::Color.rgba(100, 100, 100, 150)
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# Gosu::Color.rgba(@base_color.red+@color_step, @base_color.green+@color_step, @base_color.blue+@color_step, 200)
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)
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# Texts
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@elements.each do |e|
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e.draw
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end
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# Cursor
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fill_quad(
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mouse_x, mouse_y,
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mouse_x+16, mouse_y+16,
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mouse_x, mouse_y+16,
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mouse_x, mouse_y+16,
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Gosu::Color::RED, Float::INFINITY
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)
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end
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def update
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@elements.each do |e|
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e.update
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end
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end
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def fill_quad(x1, y1, x2, y2, x3, y3, x4, y4, color = Gosu::Color::WHITE, z = 0, mode = :default)
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draw_quad(
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x1,y1, color,
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x2,y2, color,
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x3,y3, color,
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x4,y4, color,
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z, mode
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)
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end
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def button_up(id)
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close if id == Gosu::KbEscape
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if Gosu::MsLeft
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@elements.each do |e|
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next unless e.is_a?(Link)
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if mouse_over?(e)
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e.clicked
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end
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end
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end
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end
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def mouse_over?(object)
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if mouse_x.between?(object.x, object.x+object.width)
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if mouse_y.between?(object.y, object.y+object.height)
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true
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end
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end
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end
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class Link
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attr_reader :text, :block
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def initialize(text, host, block)
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@text, @host, @block = text, host, block
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@color = @text.color
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@hover_color = Gosu::Color.rgb(255, 127, 0)
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end
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def update
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if @host.mouse_over?(self)
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@text.color = @hover_color
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else
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@text.color = @color
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end
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end
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def x; text.x; end
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def y; text.y; end
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def width; text.width; end
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def height; text.height; end
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def draw; text.draw; end
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def clicked; @block.call; end
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end
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end
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end
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end
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end
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end
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@@ -2,6 +2,12 @@ class IMICFPS
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class MainMenu < Menu
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class MainMenu < Menu
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def setup
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def setup
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title "I-MIC FPS"
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title "I-MIC FPS"
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link "Single Player" do
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push_game_state(LoadingState.new(forward: Game))
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end
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link "Exit" do
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$window.close
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end
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end
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end
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end
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end
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end
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end
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@@ -11,12 +11,12 @@ class IMICFPS
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include Parser
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include Parser
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attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
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attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
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attr_accessor :x, :y, :z, :scale
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attr_accessor :x, :y, :z, :scale, :game_object
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attr_reader :bounding_box
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attr_reader :bounding_box
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def initialize(file_path:, game_object:)
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def initialize(file_path:, game_object: nil)
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@game_object = game_object
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@game_object = game_object
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update
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update if @game_object
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@file_path = file_path
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@file_path = file_path
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@file = File.open(file_path, 'r')
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@file = File.open(file_path, 'r')
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@material_file = nil
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@material_file = nil
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@@ -103,6 +103,10 @@ class IMICFPS
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def update
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def update
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@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
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@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
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@scale = @game_object.scale
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@scale = @game_object.scale
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# if @scale != @game_object.scale
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# puts "oops for #{self}: #{@scale} != #{@game_object.scale}"
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# self.objects.each(&:reflatten) if self.objects && self.objects.count > 0
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# end
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end
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end
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end
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end
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end
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end
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@@ -22,6 +22,20 @@ class IMICFPS
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# material = index[3]
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# material = index[3]
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end
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end
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def parent=(game_object)
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@parent = game_object
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end
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def reflatten
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@vertices_list = nil
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@textures_list = nil
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@normals_list = nil
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flattened_vertices
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flattened_textures
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flattened_normals
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end
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def at_same_position?
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def at_same_position?
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if @x == @parent.x
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if @x == @parent.x
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if @x == @parent.x
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if @x == @parent.x
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@@ -15,19 +15,29 @@ class IMICFPS
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@needs_cursor = false
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@needs_cursor = false
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@number_of_faces = 0
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@number_of_faces = 0
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@active_state = Game.new
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@active_state = nil
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push_game_state(MainMenu)
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end
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def push_game_state(klass_or_instance)
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if klass_or_instance.respond_to?(:draw)
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@active_state = klass_or_instance
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else
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@active_state = klass_or_instance.new
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end
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end
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end
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def draw
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def draw
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@active_state.draw
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@active_state.draw if @active_state
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end
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end
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def update
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def update
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@active_state.update
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@active_state.update if @active_state
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end
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end
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def button_up(id)
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def button_up(id)
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@active_state.button_up(id)
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@active_state.button_up(id) if @active_state
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end
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end
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end
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end
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end
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end
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