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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Removed global state for LightManager and ObjectManager, they're now inside GameState. Simplified terrain mesh.
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@@ -10,7 +10,7 @@ class IMICFPS
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attr_accessor :visible, :renderable, :backface_culling
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attr_accessor :x_rotation, :y_rotation, :z_rotation
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attr_reader :model, :name, :debug_color, :terrain, :width, :height, :depth, :last_x, :last_y, :last_z, :normalized_bounding_box
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil)
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def initialize(x: 0, y: 0, z: 0, bound_model: nil, scale: MODEL_METER_SCALE, backface_culling: true, auto_manage: true, terrain: nil, game_state: nil)
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@x,@y,@z,@scale = x,y,z,scale
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@bound_model = bound_model
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@backface_culling = backface_culling
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@@ -20,11 +20,13 @@ class IMICFPS
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@debug_color = Color.new(0.0, 1.0, 0.0)
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@terrain = terrain
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@game_state = game_state
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@width, @height, @depth = 0,0,0
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@delta_time = Gosu.milliseconds
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@last_x, @last_y, @last_z = @x, @y, @z
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ObjectManager.add_object(self) if auto_manage
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game_state.add_object(self) if auto_manage && game_state
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setup
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if @bound_model
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@@ -3,10 +3,12 @@ class IMICFPS
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include OpenGL
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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:, ambient: Vertex.new(0.5, 0.5, 0.5, 1),
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def initialize(x:,y:,z:, game_state:,
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ambient: Vertex.new(0.5, 0.5, 0.5, 1),
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diffuse: Vertex.new(1, 0.5, 0, 1), specular: Vertex.new(0.2, 0.2, 0.2, 1),
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position: Vertex.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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@@ -15,13 +17,13 @@ class IMICFPS
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self.position = position
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@light_id = available_light
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LightManager.add_light(self)
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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, #{LightManager.light_count}/#{LightManager::MAX_LIGHTS}" if LightManager.light_count > LightManager::MAX_LIGHTS
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puts "OpenGL::GL_LIGHT#{LightManager.light_count}" if $debug
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@light_id = Object.const_get "OpenGL::GL_LIGHT#{LightManager.light_count}"
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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
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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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