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:
2018-09-09 15:01:53 -05:00
parent d37758526a
commit 66e7800cad
11 changed files with 182 additions and 16 deletions

View File

@@ -46,6 +46,7 @@ require_relative "lib/managers/object_manager"
require_relative "lib/managers/light_manager"
require_relative "lib/states/game_state"
require_relative "lib/states/game_states/loading_state"
require_relative "lib/states/game_states/game"
require_relative "lib/states/menu"
require_relative "lib/states/menus/main_menu"

View File

@@ -23,5 +23,8 @@ class IMICFPS
def draw_quad(*args)
$window.draw_quad(*args)
end
def fill(color = Gosu::Color::WHITE)
draw_rect(0, 0, $window.width, $window.height, color)
end
end
end

View File

@@ -26,6 +26,9 @@ class IMICFPS
setup
if @bound_model
@bound_model.model.game_object = self
@bound_model.model.objects.each {|o| o.parent = self}
box = normalize_bounding_box(@bound_model.model.bounding_box)
@width = box.max_x-box.min_x
@height = box.max_y-box.min_y
@@ -38,6 +41,8 @@ class IMICFPS
def bind_model(model)
raise "model isn't a model!" unless model.is_a?(ModelLoader)
@bound_model = model
@bound_model.model.game_object = self
@bound_model.model.objects.each {|o| o.parent = self}
box = normalize_bounding_box(@bound_model.model.bounding_box)
@width = box.max_x-box.min_x
@height = box.max_y-box.min_y

View File

@@ -8,20 +8,21 @@ class IMICFPS
attr_reader :model, :name, :debug_color
def initialize(type:, file_path:, game_object:)
def initialize(type:, file_path:, game_object: nil)
@type = type
@file_path = file_path
@name = file_path.split("/").last.split(".").first
@debug_color = Color.new(0.0, 1.0, 0.0)
@model = nil
@supported_models = ["OBJ"]
unless load_model_from_cache
case type
case @type
when :obj
@model = Wavefront::Model.new(file_path: @file_path, game_object: game_object)
else
raise "Unsupported model type, supported models are: #{Model.supported_models.join(', ')}"
raise "Unsupported model type, supported models are: #{@supported_models.join(', ')}"
end
cache_model

View File

@@ -1,12 +1,17 @@
class IMICFPS
class GameState
include CommonMethods
def initialize
attr_reader :options
def initialize(options = {})
@options = options
@delta_time = Gosu.milliseconds
setup
end
def push_game_state(klass_or_instance)
$window.push_game_state(klass_or_instance)
end
def setup
end

View File

@@ -77,7 +77,7 @@ Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.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}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Faces: #{@number_of_faces}
Faces: #{$window.number_of_faces}
Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps)
Draw Skydome: #{@draw_skydome}
@@ -117,7 +117,7 @@ eos
@camera.update
$window.close if $window.button_down?(Gosu::KbEscape)
@number_of_faces = 0
$window.number_of_faces = 0
@delta_time = Gosu.milliseconds
end

View File

@@ -1,9 +1,126 @@
class IMICFPS
class Menu < GameState
def title(text, color = Gosu::Color.rgba(127, 64, 0, 200))
def initialize
@elements = []
@size = 50
@slope = 250
@color_step = 10
@base_color = Gosu::Color.rgb(255, 127, 0)
super
end
def link(text, color = Gosu::Color::BLUE, &block)
def title(text, color = @base_color)
@elements << Text.new(text, color: color, size: 100, x: 0, y: 15, alignment: :center)
end
def link(text, color = Gosu::Color.rgb(0,127,127), &block)
text = Text.new(text, color: color, size: 50, x: 0, y: 100+(60*@elements.count), alignment: :center)
@elements << Link.new(text, self, block)
end
def draw
@background ||= Gosu.record(Gosu.screen_width, Gosu.screen_height) do
((Gosu.screen_height+@slope)/@size).times do |i|
fill_quad(
0, i*@size,
0, @slope+(i*@size),
$window.width/2, (-@slope)+(i*@size),
$window.width/2, i*@size,
Gosu::Color.rgba(@base_color.red-i*@color_step, @base_color.green-i*@color_step, @base_color.blue-i*@color_step, 200)
)
fill_quad(
$window.width, i*@size,
$window.width, @slope+(i*@size),
$window.width/2, (-@slope)+(i*@size),
$window.width/2, i*@size,
Gosu::Color.rgba(@base_color.red-i*@color_step, @base_color.green-i*@color_step, @base_color.blue-i*@color_step, 200)
)
end
end
@background.draw(0, 0, 0)
# Box
draw_rect(
$window.width/4, 0,
$window.width/2, $window.height,
Gosu::Color.rgba(100, 100, 100, 150)
# Gosu::Color.rgba(@base_color.red+@color_step, @base_color.green+@color_step, @base_color.blue+@color_step, 200)
)
# Texts
@elements.each do |e|
e.draw
end
# Cursor
fill_quad(
mouse_x, mouse_y,
mouse_x+16, mouse_y+16,
mouse_x, mouse_y+16,
mouse_x, mouse_y+16,
Gosu::Color::RED, Float::INFINITY
)
end
def update
@elements.each do |e|
e.update
end
end
def fill_quad(x1, y1, x2, y2, x3, y3, x4, y4, color = Gosu::Color::WHITE, z = 0, mode = :default)
draw_quad(
x1,y1, color,
x2,y2, color,
x3,y3, color,
x4,y4, color,
z, mode
)
end
def button_up(id)
close if id == Gosu::KbEscape
if Gosu::MsLeft
@elements.each do |e|
next unless e.is_a?(Link)
if mouse_over?(e)
e.clicked
end
end
end
end
def mouse_over?(object)
if mouse_x.between?(object.x, object.x+object.width)
if mouse_y.between?(object.y, object.y+object.height)
true
end
end
end
class Link
attr_reader :text, :block
def initialize(text, host, block)
@text, @host, @block = text, host, block
@color = @text.color
@hover_color = Gosu::Color.rgb(255, 127, 0)
end
def update
if @host.mouse_over?(self)
@text.color = @hover_color
else
@text.color = @color
end
end
def x; text.x; end
def y; text.y; end
def width; text.width; end
def height; text.height; end
def draw; text.draw; end
def clicked; @block.call; end
end
end
end

View File

@@ -2,6 +2,12 @@ class IMICFPS
class MainMenu < Menu
def setup
title "I-MIC FPS"
link "Single Player" do
push_game_state(LoadingState.new(forward: Game))
end
link "Exit" do
$window.close
end
end
end
end

View File

@@ -11,12 +11,12 @@ class IMICFPS
include Parser
attr_accessor :objects, :materials, :vertices, :texures, :normals, :faces
attr_accessor :x, :y, :z, :scale
attr_accessor :x, :y, :z, :scale, :game_object
attr_reader :bounding_box
def initialize(file_path:, game_object:)
def initialize(file_path:, game_object: nil)
@game_object = game_object
update
update if @game_object
@file_path = file_path
@file = File.open(file_path, 'r')
@material_file = nil
@@ -103,6 +103,10 @@ class IMICFPS
def update
@x, @y, @z = @game_object.x, @game_object.y, @game_object.z
@scale = @game_object.scale
# if @scale != @game_object.scale
# puts "oops for #{self}: #{@scale} != #{@game_object.scale}"
# self.objects.each(&:reflatten) if self.objects && self.objects.count > 0
# end
end
end
end

View File

@@ -22,6 +22,20 @@ class IMICFPS
# material = index[3]
end
def parent=(game_object)
@parent = game_object
end
def reflatten
@vertices_list = nil
@textures_list = nil
@normals_list = nil
flattened_vertices
flattened_textures
flattened_normals
end
def at_same_position?
if @x == @parent.x
if @x == @parent.x

View File

@@ -15,19 +15,29 @@ class IMICFPS
@needs_cursor = false
@number_of_faces = 0
@active_state = Game.new
@active_state = nil
push_game_state(MainMenu)
end
def push_game_state(klass_or_instance)
if klass_or_instance.respond_to?(:draw)
@active_state = klass_or_instance
else
@active_state = klass_or_instance.new
end
end
def draw
@active_state.draw
@active_state.draw if @active_state
end
def update
@active_state.update
@active_state.update if @active_state
end
def button_up(id)
@active_state.button_up(id)
@active_state.button_up(id) if @active_state
end
end
end