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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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62
lib/game_objects/light.rb
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62
lib/game_objects/light.rb
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class IMICFPS
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class Light
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attr_reader :ambient, :diffuse, :specular, :position, :light_id
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attr_accessor :x, :y, :z, :intensity
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def initialize(x:,y:,z:, game_state:,
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ambient: Vector.new(0.5, 0.5, 0.5, 1),
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diffuse: Vector.new(1, 0.5, 0, 1), specular: Vector.new(0.2, 0.2, 0.2, 1),
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position: Vector.new(x, y, z, 0), intensity: 1)
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@x,@y,@z = x,y,z
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@game_state = game_state
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@intensity = intensity
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self.ambient = ambient
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self.diffuse = diffuse
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self.specular = specular
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self.position = position
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@light_id = available_light
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@game_state.add_light(self)
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end
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def available_light
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raise "Using to many lights, #{@game_state.light_count}/#{LightManager::MAX_LIGHTS}" if @game_state.light_count > LightManager::MAX_LIGHTS
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puts "OpenGL::GL_LIGHT#{@game_state.light_count}" if $debug.get(:stats)
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@light_id = Object.const_get "OpenGL::GL_LIGHT#{@game_state.light_count}"
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end
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def ambient=(color)
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@ambient = convert(color).pack("f*")
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end
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def diffuse=(color)
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@diffuse = convert(color, true).pack("f*")
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end
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def specular=(color)
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@specular = convert(color, true).pack("f*")
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end
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def position=(vertex)
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@position = convert(vertex).pack("f*")
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end
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def draw
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glLightfv(@light_id, GL_AMBIENT, @ambient)
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glLightfv(@light_id, GL_DIFFUSE, @diffuse)
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glLightfv(@light_id, GL_SPECULAR, @specular)
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glLightfv(@light_id, GL_POSITION, @position)
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)
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glEnable(GL_LIGHTING)
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glEnable(@light_id)
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end
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def convert(struct, apply_intensity = false)
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if apply_intensity
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return struct.to_a.compact.map{|i| i*@intensity}
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else
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return struct.to_a.compact
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end
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end
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end
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end
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