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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Fixed missing spaces, added terrain object, various tweaks trying to get collision detection working correctly; Still isn't...
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@@ -18,14 +18,15 @@ class IMICFPS
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@delta_time = Gosu.milliseconds
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@number_of_faces = 0
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@draw_skydome = true
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@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false)
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@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 1, y: 0, z: 0)
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Model.new(type: :obj, file_path: "objects/tree.obj", x: 3)
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@skydome = Model.new(type: :obj, file_path: "objects/skydome.obj", x: 0, y: 0,z: 0, scale: 1, backface_culling: false, auto_manage: false)
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@actor = Model.new(type: :obj, file_path: "objects/biped.obj", x: 0, y: 0, z: -2)
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Model.new(type: :obj, file_path: "objects/tree.obj", x: 0, y: 0, z: -10)
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# Model.new(type: :obj, file_path: "objects/tree.obj", z: -5)
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# Model.new(type: :obj, file_path: "objects/tree.obj", x: -2, z: -6)
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# Model.new(type: :obj, file_path: "objects/sponza.obj", scale: 1, y: -0.2)
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@terrain = Terrain.new(size: 100)
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@camera = Camera.new
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@camera = Camera.new(x: 0, y: -2, z: 1)
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@camera.bind_model(@actor)
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@crosshair_size = 10
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@@ -54,10 +55,11 @@ class IMICFPS
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light.draw
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end
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@camera.draw
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@skydome.draw if @skydome.renderable
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ObjectManager.objects.each do |object|
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object.draw if object.visible && object.renderable
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end
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@terrain.draw
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end
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# Draw crosshair
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@@ -78,8 +80,8 @@ class IMICFPS
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~
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Vertical Angle: #{@camera.vertical_angle.round(2)} Horizontal Angle: #{@camera.horizontal_angle.round(2)} ~
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Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} ~
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Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)} ~
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FOV: #{@camera.field_of_view} ~
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#{if @camera.bound_model then "Actor X:#{@camera.bound_model.x.round(2)} Y:#{@camera.bound_model.y.round(2)} Z:#{@camera.bound_model.z.round(2)}";end} ~
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Field Of View: #{@camera.field_of_view} ~
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Mouse Sesitivity: #{@camera.mouse_sensitivity} ~
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Faces: #{@number_of_faces} ~
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Last Frame: #{delta_time}ms (#{Gosu.fps} fps)~
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