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.

This commit is contained in:
2019-02-17 20:06:48 -06:00
parent 5a97d292c0
commit 8d83901237
4 changed files with 133 additions and 28 deletions

View File

@@ -14,7 +14,7 @@ class IMICFPS
Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain, game_state: self)
end
TestObject.new(terrain: @terrain, game_state: self, scale: 1.0)
TestObject.new(terrain: @terrain, z: 10, game_state: self, scale: 1.0)
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain, game_state: self)
@camera = Camera.new(x: 0, y: -2, z: 1)
@@ -29,6 +29,22 @@ class IMICFPS
Light.new(x: 3, y: -6, z: 6, game_state: self)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
if ARGV.join.include?("--playdemo")
@demo_data = File.read("./demo.dat").lines
@demo_index= 0
@demo_tick = 0
elsif ARGV.join.include?("--savedemo")
@demo_file = File.open("./demo.dat", "w")
@demo_index= 0
@demo_changed = false
@demo_last_pitch = @camera.pitch
@demo_last_yaw = @camera.yaw
at_exit { @demo_file.close }
end
end
def glError?
@@ -67,6 +83,65 @@ class IMICFPS
def update
@last_frame_time = Gosu.milliseconds
update_text
@collision_manager.update
@game_objects.each(&:update)
@skydome.update if @skydome.renderable
@camera.update
$window.close if $window.button_down?(Gosu::KbEscape)
$window.number_of_vertices = 0
@delta_time = Gosu.milliseconds
if ARGV.join.include?("--playdemo")
if @demo_data[@demo_index]&.start_with?("tick")
if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i
@demo_index+=1
until(@demo_data[@demo_index]&.start_with?("tick"))
break unless @demo_data[@demo_index]
data = @demo_data[@demo_index].split(" ")
if data.first == "up"
self.button_up(data.last.to_i)
elsif data.first == "down"
self.button_down(data.last.to_i)
elsif data.first == "mouse"
@camera.pitch = data[1].to_f
@camera.yaw = data[2].to_f
else
# hmm
end
@demo_index += 1
end
end
end
end
if ARGV.join.include?("--savedemo")
if @camera.pitch != @demo_last_pitch || @camera.yaw != @demo_last_yaw
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("mouse #{@camera.pitch} #{@camera.yaw}")
@demo_last_pitch = @camera.pitch
@demo_last_yaw = @camera.yaw
end
@demo_changed = false
@demo_index += 1
end
@demo_tick += 1 if @demo_tick
end
def update_text
begin
string = <<-eos
OpenGL Vendor: #{glGetString(GL_VENDOR)}
@@ -110,20 +185,35 @@ eos
else
@text.text = "FPS: #{Gosu.fps}"
end
end
@collision_manager.update
@game_objects.each(&:update)
def button_down(id)
if ARGV.join.include?("--savedemo")
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("down #{id}")
@demo_changed = true
end
InputMapper.keydown(id)
@skydome.update if @skydome.renderable
@camera.update
$window.close if $window.button_down?(Gosu::KbEscape)
$window.number_of_vertices = 0
@delta_time = Gosu.milliseconds
@game_objects.each do |object|
object.button_down(id) if defined?(object.button_down)
end
end
def button_up(id)
if ARGV.join.include?("--savedemo")
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("up #{id}")
@demo_changed = true
end
InputMapper.keyup(id)
@game_objects.each do |object|
object.button_up(id) if defined?(object.button_up)
end