Removed entity management from Game, refactored Map to MapLoader and added Map to manage world

This commit is contained in:
2019-09-27 14:30:23 -05:00
parent 1bfc6e6929
commit b091a489af
20 changed files with 260 additions and 239 deletions

View File

@@ -103,7 +103,7 @@ class IMICFPS
model.update
unless at_same_position?
Publisher.instance.publish(:entity_moved, self, self)
Publisher.instance.publish(:entity_moved, nil, self)
@bounding_box = normalize_bounding_box_with_offset if model
end

View File

@@ -2,27 +2,18 @@ class IMICFPS
class Light
attr_reader :ambient, :diffuse, :specular, :position, :light_id
attr_accessor :x, :y, :z, :intensity
def initialize(x:,y:,z:, game_state:,
def initialize(id:, x:,y:,z:,
ambient: Vector.new(0.5, 0.5, 0.5, 1),
diffuse: Vector.new(1, 0.5, 0, 1), specular: Vector.new(0.2, 0.2, 0.2, 1),
position: Vector.new(x, y, z, 0), intensity: 1)
@light_id = id
@x,@y,@z = x,y,z
@game_state = game_state
@intensity = intensity
self.ambient = ambient
self.diffuse = diffuse
self.specular = specular
self.position = position
@light_id = available_light
@game_state.add_light(self)
end
def available_light
raise "Using to many lights, #{@game_state.light_count}/#{LightManager::MAX_LIGHTS}" if @game_state.light_count > LightManager::MAX_LIGHTS
puts "OpenGL::GL_LIGHT#{@game_state.light_count}" if $debug.get(:stats)
@light_id = Object.const_get "OpenGL::GL_LIGHT#{@game_state.light_count}"
end
def ambient=(color)