Renamed objects/ to game_objects/ removed redundant entities, added Map loader and test map, made LoadingState use Map for entity asset loading.

This commit is contained in:
2019-09-25 10:09:05 -05:00
parent 42191729ae
commit ee844f256f
18 changed files with 246 additions and 82 deletions

62
lib/game_objects/light.rb Normal file
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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:,
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)
@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)
@ambient = convert(color).pack("f*")
end
def diffuse=(color)
@diffuse = convert(color, true).pack("f*")
end
def specular=(color)
@specular = convert(color, true).pack("f*")
end
def position=(vertex)
@position = convert(vertex).pack("f*")
end
def draw
glLightfv(@light_id, GL_AMBIENT, @ambient)
glLightfv(@light_id, GL_DIFFUSE, @diffuse)
glLightfv(@light_id, GL_SPECULAR, @specular)
glLightfv(@light_id, GL_POSITION, @position)
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
glEnable(GL_LIGHTING)
glEnable(@light_id)
end
def convert(struct, apply_intensity = false)
if apply_intensity
return struct.to_a.compact.map{|i| i*@intensity}
else
return struct.to_a.compact
end
end
end
end