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https://github.com/cyberarm/i-mic-fps.git
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Moved game objects to their own folder
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170
lib/objects/game_objects/player.rb
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170
lib/objects/game_objects/player.rb
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require "etc"
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class IMICFPS
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class Player < GameObject
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attr_accessor :speed
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attr_reader :name, :bound_model, :first_person_view
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def setup
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bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
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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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@old_speed = @speed
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@mass = 72 # kg
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@y_velocity = 0
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@floor = 0
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@first_person_view = true
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@devisor = 500.0
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@name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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@name_tex = @name_image.gl_tex_info
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array_of_pixels = @name_image.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@name_texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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end
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
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glPushMatrix
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glRotatef(180, 0, 1, 0)
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glDisable(GL_LIGHTING)
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glEnable(GL_COLOR_MATERIAL)
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glEnable(GL_TEXTURE_2D)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND)
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glBegin(GL_TRIANGLES)
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glColor3f(1.0,1.0,1.0)
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# TOP LEFT
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glTexCoord2f(0, 0)
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glVertex3f(0-_width,_y+_height,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width, _y+_height,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(0-_width,_y,0)
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# BOTTOM RIGHT
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glTexCoord2f(1, 1)
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glVertex3f(0+_width, _y,0)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(0+_width,_y+_height,0)
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glEnd
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# glDisable(GL_BLEND)
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glDisable(GL_TEXTURE_2D)
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glEnable(GL_LIGHTING)
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glPopMatrix
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end
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def draw
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if !@first_person_view
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super
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draw_nameplate
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end
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end
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def update
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@floor = @terrain.height_at(self, 4.5)
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relative_speed = @speed
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if button_down?(Gosu::KbLeftControl)
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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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end
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relative_y_rotation = @y_rotation*-1
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if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
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@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
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@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbA)
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@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbD)
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@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if button_down?(Gosu::KbLeft)
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@y_rotation+=(relative_speed*1000)*delta_time
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end
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if button_down?(Gosu::KbRight)
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@y_rotation-=(relative_speed*1000)*delta_time
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end
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if @_time_in_air
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air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
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@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
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end
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if button_down?(Gosu::KbSpace) && !@jumping
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@jumping = true
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@_time_in_air = Gosu.milliseconds
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elsif !@jumping && @y > @floor
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@falling = true
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@_time_in_air ||= Gosu.milliseconds # FIXME
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else
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if @jumping
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if @y <= @floor
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@falling = false; @jumping = false; @y_velocity = 0
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end
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end
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end
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if @jumping && !@falling
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if button_down?(Gosu::KbSpace)
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@y_velocity+=(2*15)*delta_time
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@falling = true if @y_velocity >= 2
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end
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end
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@y+=@y_velocity*delta_time
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@y = @floor if @y < @floor
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# distance = 2.0
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# x_offset = distance * Math.cos(@bound_model.y_rotation)
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# z_offset = distance * Math.sin(@bound_model.y_rotation)
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super
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end
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def button_up(id)
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case id
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when Gosu::KbX
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@y_rotation = @y_rotation+180
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@y_rotation %= 360
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when Gosu::KbF
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@first_person_view = !@first_person_view
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puts "First Person? #{@first_person_view}"
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end
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end
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end
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end
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