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

@@ -1,8 +1,8 @@
component(:building) component(:building)
on.create do |event| on.create do |event|
event.map.insert_entity("base", "purchase_terminal", event.entity.position + Vector.new(-1.5, 1.5, -4.52), Vector.new(0, 20, 0), data: {team: nil}) map.insert_entity("base", "purchase_terminal", event.entity.position + Vector.new(-1.5, 1.5, -4.52), Vector.new(0, 20, 0), data: {team: nil})
event.map.insert_entity("base", "information_panel", event.entity.position + Vector.new(3, 0, 1), Vector.new(0, -90, 0)) map.insert_entity("base", "information_panel", event.entity.position + Vector.new(3, 0, 1), Vector.new(0, -90, 0))
event.map.insert_entity("base", "door", event.entity.position + Vector.new(0, 0, 6), Vector.new(0, 0, 0)) map.insert_entity("base", "door", event.entity.position + Vector.new(0, 0, 6), Vector.new(0, 0, 0))
event.map.insert_entity("base", "door", event.entity.position + Vector.new(0, 0, 6), Vector.new(0, 180, 0)) map.insert_entity("base", "door", event.entity.position + Vector.new(0, 0, 6), Vector.new(0, 180, 0))
end end

View File

@@ -1,8 +1,8 @@
component(:building) component(:building)
on.create do |event| on.create do |event|
event.map.insert_entity("base", "purchase_terminal", event.entity.position + Vector.new(6, 1.5, 3), Vector.new(0, -90, 0), data: {team: nil}) map.insert_entity("base", "purchase_terminal", event.entity.position + Vector.new(6, 1.5, 3), Vector.new(0, -90, 0), data: {team: nil})
event.map.insert_entity("base", "information_panel", event.entity.position + Vector.new(0.5, 0, 3), Vector.new(0, 90, 0)) map.insert_entity("base", "information_panel", event.entity.position + Vector.new(0.5, 0, 3), Vector.new(0, 90, 0))
event.map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 0, 0)) map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 0, 0))
event.map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 180, 0)) map.insert_entity("base", "door", event.entity.position + Vector.new(3.3, 0, 6), Vector.new(0, 180, 0))
end end

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@@ -85,8 +85,9 @@ require_relative "lib/wavefront/parser"
require_relative "lib/wavefront/object" require_relative "lib/wavefront/object"
require_relative "lib/wavefront/material" require_relative "lib/wavefront/material"
require_relative "lib/map" require_relative "lib/map_loader"
require_relative "lib/manifest" require_relative "lib/manifest"
require_relative "lib/map"
require_relative "lib/window" require_relative "lib/window"

View File

@@ -1,9 +1,9 @@
class IMICFPS class IMICFPS
class EventHandler class EventHandler
class Event class Event
attr_reader :entity, :context, :map, :player attr_reader :entity, :context
def initialize(entity:, context: nil, map: $window.current_state, player: nil) def initialize(entity:, context: nil)
@entity, @context, @map, @player = entity, context, map, player @entity, @context = entity, context
end end
end end
end end

View File

@@ -6,7 +6,7 @@ class IMICFPS
end end
def handle(subscriber, context, *args) def handle(subscriber, context, *args)
event = EventHandler::Event.new(entity: context) event = EventHandler::Event.new(entity: args.first.first)
subscriber.trigger(event) subscriber.trigger(event)
end end

View File

@@ -9,7 +9,7 @@ class IMICFPS
action = subscriber.args.flatten.first action = subscriber.args.flatten.first
key = args.flatten.first key = args.flatten.first
event = EventHandler::Event.new(entity: subscriber.entity, context: context, player: context) event = EventHandler::Event.new(entity: subscriber.entity, context: context)
if action.is_a?(Numeric) && action == key if action.is_a?(Numeric) && action == key
subscriber.trigger(event) subscriber.trigger(event)

View File

@@ -103,7 +103,7 @@ class IMICFPS
model.update model.update
unless at_same_position? 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 @bounding_box = normalize_bounding_box_with_offset if model
end end

View File

@@ -2,27 +2,18 @@ class IMICFPS
class Light class Light
attr_reader :ambient, :diffuse, :specular, :position, :light_id attr_reader :ambient, :diffuse, :specular, :position, :light_id
attr_accessor :x, :y, :z, :intensity 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), 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), 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) position: Vector.new(x, y, z, 0), intensity: 1)
@light_id = id
@x,@y,@z = x,y,z @x,@y,@z = x,y,z
@game_state = game_state
@intensity = intensity @intensity = intensity
self.ambient = ambient self.ambient = ambient
self.diffuse = diffuse self.diffuse = diffuse
self.specular = specular self.specular = specular
self.position = position 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 end
def ambient=(color) def ambient=(color)

View File

@@ -1,8 +1,8 @@
class IMICFPS class IMICFPS
class CollisionManager class CollisionManager
attr_reader :game_state, :collisions attr_reader :map, :collisions
def initialize(game_state:) def initialize(map:)
@game_state = game_state @map = map
@collisions = {} @collisions = {}
@aabb_tree = AABBTree.new @aabb_tree = AABBTree.new
@@ -14,7 +14,7 @@ class IMICFPS
end end
def update def update
@game_state.entities.each do |entity| @map.entities.each do |entity|
next unless entity.is_a?(Entity) next unless entity.is_a?(Entity)
next unless node = @aabb_tree.objects[entity] next unless node = @aabb_tree.objects[entity]
@@ -42,7 +42,7 @@ class IMICFPS
@collisions.clear @collisions.clear
broadphase = {} broadphase = {}
@game_state.entities.each do |entity| @map.entities.each do |entity|
next unless entity.collidable? next unless entity.collidable?
next if entity.collision == :static # Only dynamic entities can be resolved next if entity.collision == :static # Only dynamic entities can be resolved

View File

@@ -2,12 +2,12 @@ class IMICFPS
module EntityManager # Get included into GameState context module EntityManager # Get included into GameState context
def add_entity(entity) def add_entity(entity)
@collision_manager.add(entity)# Add every entity to collision manager @collision_manager.add(entity)# Add every entity to collision manager
@publisher.publish(:create, self, entity) Publisher.instance.publish(:create, nil, entity)
@entities << entity @entities << entity
end end
def insert_entity(package, name, position, orientation, data = {}) def insert_entity(package, name, position, orientation, data = {})
ent = Map::Entity.new(package, name, position, orientation, Vector.new(1,1,1)) ent = MapLoader::Entity.new(package, name, position, orientation, Vector.new(1,1,1))
add_entity(IMICFPS::Entity.new(map_entity: ent, manifest: Manifest.new(package: package, name: name))) add_entity(IMICFPS::Entity.new(map_entity: ent, manifest: Manifest.new(package: package, name: name)))
end end
@@ -15,11 +15,15 @@ class IMICFPS
@entities.detect {|entity| entity == entity} @entities.detect {|entity| entity == entity}
end end
def find_entity_by(name:)
@entities.detect { |entity| entity.name == name}
end
def remove_entity(entity) def remove_entity(entity)
ent = @entities.detect {|entity| entity == entity} ent = @entities.detect {|entity| entity == entity}
if ent if ent
@collision_manager.remove(entity) @collision_manager.remove(entity)
@publisher.publish(:destroy, self, entity) @publisher.publish(:destroy, nil, entity)
@entities.delete(ent) @entities.delete(ent)
end end
end end

View File

@@ -20,5 +20,11 @@ class IMICFPS
def clear_lights def clear_lights
@lights.clear @lights.clear
end end
def available_light
raise "Using to many lights, #{light_count}/#{LightManager::MAX_LIGHTS}" if light_count > LightManager::MAX_LIGHTS
puts "OpenGL::GL_LIGHT#{light_count}" if $debug.get(:stats)
Object.const_get "OpenGL::GL_LIGHT#{light_count}"
end
end end
end end

View File

@@ -19,7 +19,7 @@ class IMICFPS
end end
def simulate def simulate
@collision_manager.game_state.entities.each do |entity| @collision_manager.map.entities.each do |entity|
entity.position.x += entity.velocity.x * entity.delta_time entity.position.x += entity.velocity.x * entity.delta_time
entity.position.y += entity.velocity.y * entity.delta_time entity.position.y += entity.velocity.y * entity.delta_time
entity.position.z += entity.velocity.z * entity.delta_time entity.position.z += entity.velocity.z * entity.delta_time

View File

@@ -1,138 +1,73 @@
class IMICFPS class IMICFPS
class Map class Map
attr_reader :metadata, :terrain, :skydome, :entities, :spawnpoints include EntityManager
attr_reader :assets, :missing_assets include LightManager
def initialize(map_file:)
@metadata = Map::MetaData.new attr_reader :gravity
@terrain = Map::Entity.new def initialize(map_loader:, gravity: IMICFPS::GRAVITY)
@skydome = Map::Entity.new @map_loader = map_loader
@gravity = gravity
@entities = [] @entities = []
@spawnpoints = [] @lights = []
@assets = [] @collision_manager = CollisionManager.new(map: self)
@missing_assets = [] @renderer = Renderer.new(map: self)
Publisher.new
parse(map_file)
end end
def parse(file) def setup
data = JSON.parse(File.read(file)) add_entity(Terrain.new(map_entity: @map_loader.terrain, manifest: Manifest.new(package: @map_loader.terrain.package, name: @map_loader.terrain.name)))
if section = data["metadata"] add_entity(Skydome.new(map_entity: @map_loader.skydome, manifest: Manifest.new(package: @map_loader.skydome.package, name: @map_loader.skydome.name), backface_culling: false))
@metadata.name = section["name"]
@metadata.gamemode = section["gamemode"] @map_loader.entities.each do |ent|
@metadata.authors = section["authors"] add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name)))
@metadata.datetime = Time.parse(section["datetime"])
@metadata.thumbnail = section["thumbnail"] # TODO: convert thumbnail to Image
@metadata.description = section["description"]
else
raise "Map metadata is missing!"
end end
if section = data["terrain"] add_entity(Player.new(spawnpoint: @map_loader.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "biped")))
@terrain.package = section["package"]
@terrain.name = section["name"] # TODO: Load lights from MapLoader
@terrain.position = Vector.new add_light(Light.new(id: available_light, x: 3, y: -6, z: 6))
@terrain.orientation = Vector.new add_light(Light.new(id: available_light, x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1)))
if section["scale"]
if section["scale"].is_a?(Hash)
@terrain.scale = Vector.new(
section["scale"]["x"],
section["scale"]["y"],
section["scale"]["z"]
)
else
scale = Float(section["scale"])
@terrain.scale = Vector.new(scale, scale, scale)
end
else
@terrain.scale = Vector.new(1, 1, 1)
end
@terrain.water_level = section["water_level"]
else
raise "Map terrain data is missing!"
end end
if section = data["skydome"] def data
@skydome.package = section["package"] @map_loader
@skydome.name = section["name"]
@skydome.position = Vector.new
@skydome.orientation = Vector.new
if section["scale"]
if section["scale"].is_a?(Hash)
@skydome.scale = Vector.new(
section["scale"]["x"],
section["scale"]["y"],
section["scale"]["z"]
)
else
scale = Float(section["scale"])
@skydome.scale = Vector.new(scale, scale, scale)
end
else
@skydome.scale = Vector.new(1, 1, 1)
end
else
raise "Map skydome data is missing!"
end end
if section = data["entities"] def glError?
section.each do |ent| e = glGetError()
entity = Map::Entity.new if e != GL_NO_ERROR
entity.package = ent["package"] $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
entity.name = ent["name"] exit
entity.position = Vector.new(
ent["position"]["x"],
ent["position"]["y"],
ent["position"]["z"]
)
entity.orientation = Vector.new(
ent["orientation"]["x"],
ent["orientation"]["y"],
ent["orientation"]["z"]
)
if ent["scale"].is_a?(Hash)
entity.scale = Vector.new(
ent["scale"]["x"],
ent["scale"]["y"],
ent["scale"]["z"]
)
else
scale = Float(ent["scale"])
entity.scale = Vector.new(scale, scale, scale)
end
entity.scripts = ent["scripts"]
@entities << entity
end
else
raise "Map has no entities!"
end
if section = data["spawnpoints"]
section.each do |point|
spawnpoint = SpawnPoint.new
spawnpoint.team = point["team"]
spawnpoint.position = Vector.new(
point["position"]["x"],
point["position"]["y"],
point["position"]["z"]
)
spawnpoint.orientation = Vector.new(
point["orientation"]["x"],
point["orientation"]["y"],
point["orientation"]["z"]
)
@spawnpoints << spawnpoint
end
else
raise "Map has no spawnpoints!"
end end
end end
MetaData = Struct.new(:name, :gamemode, :authors, :datetime, :thumbnail, :description) def render(camera)
Entity = Struct.new(:package, :name, :position, :orientation, :scale, :water_level, :scripts) glError?
SpawnPoint = Struct.new(:team, :position, :orientation)
Gosu.gl do
glError?
glClearColor(0,0.2,0.5,1) # skyish blue
glError?
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError?
@lights.each(&:draw)
camera.draw
glEnable(GL_DEPTH_TEST)
@renderer.draw
end
end
def update
@collision_manager.update
@entities.each(&:update)
# @lights.each(&:update)
end
end end
end end

138
lib/map_loader.rb Normal file
View File

@@ -0,0 +1,138 @@
class IMICFPS
class MapLoader
attr_reader :metadata, :terrain, :skydome, :entities, :spawnpoints
attr_reader :assets, :missing_assets
def initialize(map_file:)
@metadata = MapLoader::MetaData.new
@terrain = MapLoader::Entity.new
@skydome = MapLoader::Entity.new
@entities = []
@spawnpoints = []
@assets = []
@missing_assets = []
parse(map_file)
end
def parse(file)
data = JSON.parse(File.read(file))
if section = data["metadata"]
@metadata.name = section["name"]
@metadata.gamemode = section["gamemode"]
@metadata.authors = section["authors"]
@metadata.datetime = Time.parse(section["datetime"])
@metadata.thumbnail = section["thumbnail"] # TODO: convert thumbnail to Image
@metadata.description = section["description"]
else
raise "Map metadata is missing!"
end
if section = data["terrain"]
@terrain.package = section["package"]
@terrain.name = section["name"]
@terrain.position = Vector.new
@terrain.orientation = Vector.new
if section["scale"]
if section["scale"].is_a?(Hash)
@terrain.scale = Vector.new(
section["scale"]["x"],
section["scale"]["y"],
section["scale"]["z"]
)
else
scale = Float(section["scale"])
@terrain.scale = Vector.new(scale, scale, scale)
end
else
@terrain.scale = Vector.new(1, 1, 1)
end
@terrain.water_level = section["water_level"]
else
raise "Map terrain data is missing!"
end
if section = data["skydome"]
@skydome.package = section["package"]
@skydome.name = section["name"]
@skydome.position = Vector.new
@skydome.orientation = Vector.new
if section["scale"]
if section["scale"].is_a?(Hash)
@skydome.scale = Vector.new(
section["scale"]["x"],
section["scale"]["y"],
section["scale"]["z"]
)
else
scale = Float(section["scale"])
@skydome.scale = Vector.new(scale, scale, scale)
end
else
@skydome.scale = Vector.new(1, 1, 1)
end
else
raise "Map skydome data is missing!"
end
if section = data["entities"]
section.each do |ent|
entity = MapLoader::Entity.new
entity.package = ent["package"]
entity.name = ent["name"]
entity.position = Vector.new(
ent["position"]["x"],
ent["position"]["y"],
ent["position"]["z"]
)
entity.orientation = Vector.new(
ent["orientation"]["x"],
ent["orientation"]["y"],
ent["orientation"]["z"]
)
if ent["scale"].is_a?(Hash)
entity.scale = Vector.new(
ent["scale"]["x"],
ent["scale"]["y"],
ent["scale"]["z"]
)
else
scale = Float(ent["scale"])
entity.scale = Vector.new(scale, scale, scale)
end
entity.scripts = ent["scripts"]
@entities << entity
end
else
raise "Map has no entities!"
end
if section = data["spawnpoints"]
section.each do |point|
spawnpoint = SpawnPoint.new
spawnpoint.team = point["team"]
spawnpoint.position = Vector.new(
point["position"]["x"],
point["position"]["y"],
point["position"]["z"]
)
spawnpoint.orientation = Vector.new(
point["orientation"]["x"],
point["orientation"]["y"],
point["orientation"]["z"]
)
@spawnpoints << spawnpoint
end
else
raise "Map has no spawnpoints!"
end
end
MetaData = Struct.new(:name, :gamemode, :authors, :datetime, :thumbnail, :description)
Entity = Struct.new(:package, :name, :position, :orientation, :scale, :water_level, :scripts)
SpawnPoint = Struct.new(:team, :position, :orientation)
end
end

View File

@@ -1,8 +1,8 @@
class IMICFPS class IMICFPS
class BoundingBoxRenderer class BoundingBoxRenderer
attr_reader :bounding_boxes, :vertex_count attr_reader :bounding_boxes, :vertex_count
def initialize(game_state:) def initialize(map:)
@game_state = game_state @map = map
@bounding_boxes = {} @bounding_boxes = {}
@vertex_count = 0 @vertex_count = 0
@@ -205,7 +205,7 @@ class IMICFPS
glPopMatrix glPopMatrix
found = @game_state.entities.detect { |o| o == bounding_box[:object] } found = @map.entities.detect { |o| o == bounding_box[:object] }
unless found unless found
@vertex_count -= @bounding_boxes[key][:vertices_size] @vertex_count -= @bounding_boxes[key][:vertices_size]

View File

@@ -4,15 +4,15 @@ class IMICFPS
attr_reader :opengl_renderer, :bounding_box_renderer attr_reader :opengl_renderer, :bounding_box_renderer
def initialize(game_state:) def initialize(map:)
@game_state = game_state @map = map
@bounding_box_renderer = BoundingBoxRenderer.new(game_state: game_state) @bounding_box_renderer = BoundingBoxRenderer.new(map: map)
@opengl_renderer = OpenGLRenderer.new @opengl_renderer = OpenGLRenderer.new
end end
def draw def draw
@game_state.entities.each do |object| @map.entities.each do |object|
if object.visible && object.renderable if object.visible && object.renderable
# Render bounding boxes before transformation is applied # Render bounding boxes before transformation is applied
@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug.get(:boundingboxes) @bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug.get(:boundingboxes)

View File

@@ -8,5 +8,9 @@ class IMICFPS
def component(name) def component(name)
Component.get(name) Component.get(name)
end end
def map
$window.current_state.map
end
end end
end end

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@@ -1,16 +1,7 @@
class IMICFPS class IMICFPS
class GameState < CyberarmEngine::GameState class GameState < CyberarmEngine::GameState
include CommonMethods include CommonMethods
include EntityManager
include LightManager
attr_reader :options attr_reader :options
def initialize(options = {})
@delta_time = Gosu.milliseconds
@entities = []
@lights = []
super
end
end end
end end

View File

@@ -1,25 +1,12 @@
class IMICFPS class IMICFPS
class Game < GameState class Game < GameState
attr_reader :collision_manager, :delta_time attr_reader :map
def setup def setup
@collision_manager = CollisionManager.new(game_state: self) @map = Map.new(map_loader: @options[:map_loader])
@renderer = Renderer.new(game_state: self) @map.setup
@publisher = Publisher.new
@map = @options[:map] @player = @map.find_entity_by(name: "biped")
add_entity(Terrain.new(map_entity: @map.terrain, manifest: Manifest.new(package: @map.terrain.package, name: @map.terrain.name)))
@draw_skydome = true
@skydome = Skydome.new(map_entity: @map.skydome, manifest: Manifest.new(package: @map.skydome.package, name: @map.skydome.name), backface_culling: false)
add_entity(@skydome)
@map.entities.each do |ent|
add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name)))
end
@player = Player.new(spawnpoint: @map.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "biped"))
add_entity(@player)
@camera = Camera.new(position: @player.position.clone) @camera = Camera.new(position: @player.position.clone)
@camera.attach_to(@player) @camera.attach_to(@player)
@@ -29,9 +16,6 @@ class IMICFPS
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK) @text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
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") if ARGV.join.include?("--playdemo")
@demo_data = File.exist?("./demo.dat") ? File.read("./demo.dat").lines : "" @demo_data = File.exist?("./demo.dat") ? File.read("./demo.dat").lines : ""
@demo_index= 0 @demo_index= 0
@@ -49,33 +33,8 @@ class IMICFPS
end end
end end
def glError?
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def draw def draw
glError? @map.render(@camera)
gl do
glError?
glClearColor(0,0.2,0.5,1) # skyish blue
glError?
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError?
@lights.each(&:draw)
@camera.draw
@renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable
glEnable(GL_DEPTH_TEST)
@renderer.draw
end
# Draw crosshair # Draw crosshair
draw_rect(window.width/2-@crosshair_size, (window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default) draw_rect(window.width/2-@crosshair_size, (window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
draw_rect((window.width/2)-@crosshair_thickness/2, window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default) draw_rect((window.width/2)-@crosshair_thickness/2, window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
@@ -86,15 +45,12 @@ class IMICFPS
def update def update
update_text update_text
@publisher.publish(:tick, Gosu.milliseconds - window.delta_time) Publisher.instance.publish(:tick, Gosu.milliseconds - window.delta_time)
@collision_manager.update @map.update
@entities.each(&:update)
control_player control_player
@skydome.update if @skydome.renderable
@camera.update @camera.update
if $debug.get(:stats) if $debug.get(:stats)
@@ -105,9 +61,6 @@ class IMICFPS
@text.text = "" @text.text = ""
end end
@draw_skydome = $debug.get(:skydome)
@skydome.renderable = @draw_skydome
if ARGV.join.include?("--playdemo") if ARGV.join.include?("--playdemo")
if @demo_data[@demo_index]&.start_with?("tick") if @demo_data[@demo_index]&.start_with?("tick")
if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i
@@ -178,8 +131,6 @@ Last Frame: #{Gosu.milliseconds - window.delta_time}ms (#{Gosu.fps} fps)
Vertices: #{formatted_number(window.number_of_vertices)} Vertices: #{formatted_number(window.number_of_vertices)}
Faces: #{formatted_number(window.number_of_vertices/3)} Faces: #{formatted_number(window.number_of_vertices/3)}
Draw Skydome: #{@draw_skydome}
eos eos
end end
@@ -204,9 +155,9 @@ eos
@demo_changed = true @demo_changed = true
end end
InputMapper.keydown(id) InputMapper.keydown(id)
@publisher.publish(:button_down, nil, id) Publisher.instance.publish(:button_down, nil, id)
@entities.each do |entity| @map.entities.each do |entity|
entity.button_down(id) if defined?(entity.button_down) entity.button_down(id) if defined?(entity.button_down)
end end
end end
@@ -221,9 +172,9 @@ eos
@demo_changed = true @demo_changed = true
end end
InputMapper.keyup(id) InputMapper.keyup(id)
@publisher.publish(:button_up, nil, id) Publisher.instance.publish(:button_up, nil, id)
@entities.each do |entity| @map.entities.each do |entity|
entity.button_up(id) if defined?(entity.button_up) entity.button_up(id) if defined?(entity.button_up)
end end

View File

@@ -1,11 +1,11 @@
class IMICFPS class IMICFPS
class LoadingState < Menu class LoadingState < Menu
def setup def setup
@map = Map.new(map_file: @options[:map_file]) @map_loader = MapLoader.new(map_file: @options[:map_file])
title "I-MIC FPS" title "I-MIC FPS"
@subheading = Text.new("Loading Map: #{@map.metadata.name}", y: 100, size: 50, alignment: :center) @subheading = Text.new("Loading Map: #{@map_loader.metadata.name}", y: 100, size: 50, alignment: :center)
@description = Text.new("Map created by: #{@map.metadata.authors.join(", ")}\n#{@map.metadata.description}", y: 180, size: 24, alignment: :center) @description = Text.new("Map created by: #{@map_loader.metadata.authors.join(", ")}\n#{@map_loader.metadata.description}", y: 180, size: 24, alignment: :center)
@state = Text.new("Preparing...", y: window.height/2-40, size: 40, alignment: :center) @state = Text.new("Preparing...", y: window.height/2-40, size: 40, alignment: :center)
@percentage = Text.new("0%", y: window.height - 100 + 25, size: 50, alignment: :center) @percentage = Text.new("0%", y: window.height - 100 + 25, size: 50, alignment: :center)
@@ -14,9 +14,9 @@ class IMICFPS
@asset_index = 0 @asset_index = 0
# add_asset(:shader, nil, "default") # add_asset(:shader, nil, "default")
add_asset(:model, @map.terrain.package, @map.terrain.name) add_asset(:model, @map_loader.terrain.package, @map_loader.terrain.name)
add_asset(:model, @map.skydome.package, @map.skydome.name) add_asset(:model, @map_loader.skydome.package, @map_loader.skydome.name)
@map.entities.each do |entity| @map_loader.entities.each do |entity|
add_asset(:model, entity.package, entity.name) add_asset(:model, entity.package, entity.name)
end end
@@ -66,7 +66,7 @@ class IMICFPS
unless @asset_index < @assets.count unless @asset_index < @assets.count
if @act && Gosu.milliseconds-@completed_for_ms > 250 if @act && Gosu.milliseconds-@completed_for_ms > 250
push_state(@options[:forward], map: @map) push_state(@options[:forward], map_loader: @map_loader)
else else
@act = true @act = true
@completed_for_ms = Gosu.milliseconds unless @lock @completed_for_ms = Gosu.milliseconds unless @lock