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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Removed usages of Gosu.button_down? in InputMapper allowing for 'virtual input' support, tacked on demo support (recording and playback of camera yaw and pitch along with all key events in Game.), Camera now sets @game_object.y_rotation instead of @game_object setting Camera.yaw in Camera.position_camera.
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@@ -6,21 +6,22 @@ class IMICFPS
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attr_accessor :x,:y,:z, :field_of_view, :pitch, :yaw, :roll, :mouse_sensitivity
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attr_reader :game_object, :broken_mouse_centering
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, distance: 100.0)
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def initialize(x: 0, y: 0, z: 0, fov: 70.0, view_distance: 100.0)
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@x,@y,@z = x,y,z
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@render_pitch = 20.0
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@pitch = 20.0
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@pitch = 0.0
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@yaw = 0.0
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@roll = 0.0
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@field_of_view = fov
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@view_distance = distance
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@view_distance = view_distance
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@constant_pitch = 20.0
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@game_object = nil
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@distance = 5
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@distance = 4
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@origin_distance = @distance
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self.mouse_x, self.mouse_y = $window.width/2, $window.height/2
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@true_mouse = Point.new($window.width/2, $window.height/2)
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@mouse_sensitivity = 20.0
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@mouse_sensitivity = 20.0 # Less is faster, more is slower
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@mouse_captured = true
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@mouse_checked = 0
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@@ -49,11 +50,11 @@ class IMICFPS
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@pitch)
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distance_from_object * Math.cos(@constant_pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@pitch)
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distance_from_object * Math.sin(@constant_pitch)
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end
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def position_camera
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@@ -61,7 +62,7 @@ class IMICFPS
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if @game_object.first_person_view
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@distance = 0
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else
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@distance = 5
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@distance = @origin_distance
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end
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end
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@@ -72,7 +73,8 @@ class IMICFPS
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@y = @game_object.y + 2
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@z = @game_object.z - z_offset
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@yaw = 180 - @game_object.y_rotation
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# @yaw = 180 - @game_object.y_rotation
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@game_object.y_rotation = -@yaw + 180
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end
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def draw
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@@ -82,7 +84,7 @@ class IMICFPS
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# 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
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gluPerspective(@field_of_view, $window.width / $window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@render_pitch,1,0,0)
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glRotatef(@pitch,1,0,0)
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glRotatef(@yaw,0,1,0)
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glTranslatef(-@x, -@y, -@z)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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@@ -101,14 +103,14 @@ class IMICFPS
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if @mouse_captured
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position_camera if @game_object
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@yaw-=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 unless @game_object
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@game_object.y_rotation+=Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70 if @game_object
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@render_pitch-=Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70 #unless @game_object
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delta = Float(@true_mouse.x-self.mouse_x)/(@mouse_sensitivity*@field_of_view)*70
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@yaw -= delta
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@yaw %= 360.0
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@render_pitch = @render_pitch.clamp(-90.0, 90.0)
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@pitch -= Float(@true_mouse.y-self.mouse_y)/(@mouse_sensitivity*@field_of_view)*70
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@pitch = @pitch.clamp(-90.0, 90.0)
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@game_object.y_rotation += delta if @game_object
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free_move unless @game_object
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self.mouse_x = $window.width/2 if self.mouse_x <= 1 || $window.mouse_x >= $window.width-1
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