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Renamed objects/ to game_objects/ removed redundant entities, added Map loader and test map, made LoadingState use Map for entity asset loading.
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171
lib/game_objects/camera.rb
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171
lib/game_objects/camera.rb
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class IMICFPS
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class Camera
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include CommonMethods
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attr_accessor :field_of_view, :mouse_sensitivity
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attr_reader :entity, :position, :orientation, :mouse_captured
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def initialize(position:, orientation: Vector.new(0, 0, 0), fov: 70.0, view_distance: 155.0)
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@position = position
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@orientation = orientation
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@field_of_view = fov
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@view_distance = view_distance
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@constant_pitch = 20.0
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@entity = nil
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@distance = 4
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@origin_distance = @distance
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self.mouse_x, self.mouse_y = window.width / 2, window.height / 2
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@true_mouse = Point.new(window.width / 2, window.height / 2)
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@mouse_sensitivity = 20.0 # Less is faster, more is slower
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@mouse_captured = true
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@mouse_checked = 0
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end
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def attach_to(entity)
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raise "Not an Entity!" unless entity.is_a?(Entity)
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@entity = entity
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@entity.attach_camera(self)
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end
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def detach
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@entity.detach_camera
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@entity = nil
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end
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def distance_from_object
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@distance
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end
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def horizontal_distance_from_object
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distance_from_object * Math.cos(@constant_pitch)
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end
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def vertical_distance_from_object
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distance_from_object * Math.sin(@constant_pitch)
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end
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def position_camera
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if defined?(@entity.first_person_view)
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if @entity.first_person_view
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@distance = 0
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else
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@distance = @origin_distance
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end
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end
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x_offset = horizontal_distance_from_object * Math.sin(@entity.orientation.y.degrees_to_radians)
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z_offset = horizontal_distance_from_object * Math.cos(@entity.orientation.y.degrees_to_radians)
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@position.x = @entity.position.x - x_offset
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@position.y = @entity.position.y + 2
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@position.z = @entity.position.z - z_offset
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@orientation.y = 180 - @entity.orientation.y
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end
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def draw
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#glMatrixMode(matrix) indicates that following [matrix] is going to get used
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glMatrixMode(GL_PROJECTION) # The projection matrix is responsible for adding perspective to our scene.
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glLoadIdentity # Resets current modelview matrix
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# Calculates aspect ratio of the window. Gets perspective view. 45 is degree viewing angle, (0.1, 100) are ranges how deep can we draw into the screen
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gluPerspective(@field_of_view, window.width / window.height, 0.1, @view_distance)
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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glRotatef(@orientation.z, 1, 0, 0)
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glRotatef(@orientation.y, 0, 1, 0)
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glTranslatef(-@position.x, -@position.y, -@position.z)
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glMatrixMode(GL_MODELVIEW) # The modelview matrix is where object information is stored.
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glLoadIdentity
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end
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def update
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if @mouse_captured
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delta = Float(@true_mouse.x - self.mouse_x) / (@mouse_sensitivity * @field_of_view) * 70
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@orientation.y -= delta
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@orientation.y %= 360.0
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@orientation.z -= Float(@true_mouse.y - self.mouse_y) / (@mouse_sensitivity * @field_of_view) * 70
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@orientation.z = @orientation.z.clamp(-90.0, 90.0)
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if @entity
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@entity.orientation.y += delta
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@entity.orientation.y %= 360
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position_camera
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else
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free_move
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end
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self.mouse_x = window.width / 2 if self.mouse_x <= 1 || window.mouse_x >= window.width-1
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self.mouse_y = window.height / 2 if self.mouse_y <= 1 || window.mouse_y >= window.height-1
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@true_mouse.x, @true_mouse.y = self.mouse_x, self.mouse_y
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end
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end
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def looking_at
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ray = Ray.new(@position, @orientation.direction * -1)
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window.current_state.collision_manager.search(ray)
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end
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def free_move
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relative_y_rotation = (@orientation.y + 180)
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relative_speed = 0.25
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if InputMapper.down?( :forward)
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@position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:backward)
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@position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:strife_left)
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@position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:strife_right)
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@position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
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@position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
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end
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if InputMapper.down?(:ascend)
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@position.y+=relative_speed
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end
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if InputMapper.down?(:descend)
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@position.y-=relative_speed
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end
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end
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def button_up(id)
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if InputMapper.is?(:release_mouse, id)
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@mouse_captured = false
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window.needs_cursor = true
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elsif InputMapper.is?(:capture_mouse, id)
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@mouse_captured = true
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window.needs_cursor = false
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elsif InputMapper.is?(:increase_mouse_sensitivity, id)
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@mouse_sensitivity+=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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elsif InputMapper.is?(:decrease_mouse_sensitivity, id)
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@mouse_sensitivity-=1
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@mouse_sensitivity = @mouse_sensitivity.clamp(1.0, 100.0)
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elsif InputMapper.is?(:reset_mouse_sensitivity, id)
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@mouse_sensitivity = 20.0
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elsif InputMapper.is?(:increase_view_distance, id)
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# @field_of_view += 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance += 1
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@view_distance = @view_distance.clamp(1, 1000)
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elsif InputMapper.is?(:decrease_view_distance, id)
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# @field_of_view -= 1
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# @field_of_view = @field_of_view.clamp(1, 100)
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@view_distance -= 1
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@view_distance = @view_distance.clamp(1, 1000)
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end
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end
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end
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end
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