Added protype scripts for Alternate Tank and Power Plant, changed naming convention of assets to: package -> name instead of: package -> model

This commit is contained in:
2019-09-25 22:01:03 -05:00
parent 19f5a0cd9c
commit eb7a7fc6d6
12 changed files with 101 additions and 40 deletions

View File

@@ -6,17 +6,17 @@ class IMICFPS
@collision_manager = CollisionManager.new(game_state: self)
@renderer = Renderer.new(game_state: self)
@map = @options[:map]
add_entity(Terrain.new(map_entity: @map.terrain, manifest: Manifest.new(package: @map.terrain.package, model: @map.terrain.model)))
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, model: @map.skydome.model), backface_culling: false)
@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, model: ent.model)))
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", model: "biped"))
@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.attach_to(@player)

View File

@@ -14,10 +14,10 @@ class IMICFPS
@asset_index = 0
# add_asset(:shader, nil, "default")
add_asset(:model, @map.terrain.package, @map.terrain.model)
add_asset(:model, @map.skydome.package, @map.skydome.model)
add_asset(:model, @map.terrain.package, @map.terrain.name)
add_asset(:model, @map.skydome.package, @map.skydome.name)
@map.entities.each do |entity|
add_asset(:model, entity.package, entity.model)
add_asset(:model, entity.package, entity.name)
end
add_asset(:model, "base", "biped")
@@ -53,6 +53,7 @@ class IMICFPS
case hash[:type]
when :model
manifest = Manifest.new(manifest_file: IMICFPS.assets_path + "/#{hash[:package]}/#{hash[:name]}/manifest.yaml")
add_required_assets(manifest)
ModelLoader.new(manifest: manifest, entity: @dummy_entity)
when :shader
Shader.new(name: hash[:name], vertex: "shaders/vertex/#{hash[:name]}.glsl", fragment: "shaders/fragment/#{hash[:name]}.glsl")
@@ -82,6 +83,15 @@ class IMICFPS
@assets << {type: type, package: package, name: name}
end
def add_required_assets(manifest)
manifest.uses.each do |dependency|
known = @assets.detect {|asset| asset[:package] == dependency.package && asset[:name] == dependency.name}
unless known
add_asset(:model, dependency.package, dependency.name)
end
end
end
def progressbar(x = window.width/4, y = window.height - 104)
@percentage.draw
progress = (@asset_index.to_f/@assets.count)*window.width/2