Removed global state for LightManager and ObjectManager, they're now inside GameState. Simplified terrain mesh.

This commit is contained in:
2019-02-07 10:05:43 -06:00
parent 2f0cb47ed8
commit f4a81f1e36
16 changed files with 28104 additions and 144520 deletions

View File

@@ -4,16 +4,16 @@ class IMICFPS
include GLU
def setup
@renderer = Renderer.new
@terrain = Terrain.new#(size: 170, height: 0)
@renderer = Renderer.new(game_state: self)
@terrain = Terrain.new(game_state: self)#(size: 170, height: 0)
@draw_skydome = true
@skydome = Skydome.new(scale: 0.08, backface_culling: false, auto_manage: false)
25.times do
Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain)
Tree.new(x: rand(@terrain.width)-(@terrain.width/2.0), z: rand(@terrain.depth)-(@terrain.depth/2.0), terrain: @terrain, game_state: self)
end
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain)
@player = Player.new(x: 1, y: 0, z: -1, terrain: @terrain, game_state: self)
@camera = Camera.new(x: 0, y: -2, z: 1)
@camera.attach_to(@player)
@@ -24,8 +24,8 @@ class IMICFPS
# @font = Gosu::Font.new(18, name: "DejaVu Sans")
@text = MultiLineText.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans")
Light.new(x: 3, y: -6, z: 6)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))
Light.new(x: 3, y: -6, z: 6, game_state: self)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
end
def glError?
@@ -46,7 +46,7 @@ class IMICFPS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError?
LightManager.lights.each(&:draw)
@lights.each(&:draw)
@camera.draw
@renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable
@@ -106,8 +106,8 @@ eos
@text.text = string
# Expensive AABB collision detection
ObjectManager.objects.each do |object|
ObjectManager.objects.each do |b|
@game_objects.each do |object|
@game_objects.each do |b|
next if object == b
next if object.is_a?(Terrain) || b.is_a?(Terrain)
@@ -124,7 +124,7 @@ eos
end
end
ObjectManager.objects.each(&:update)
@game_objects.each(&:update)
@skydome.update if @skydome.renderable
@@ -136,7 +136,7 @@ eos
end
def button_up(id)
ObjectManager.objects.each do |object|
@game_objects.each do |object|
object.button_up(id) if defined?(object.button_up)
end

View File

@@ -3,8 +3,8 @@ class IMICFPS
def setup
@header = Text.new("I-MIC FPS", y: 10, size: 100, alignment: :center)
@subheading = Text.new("Loading Assets", y: 100, size: 50, alignment: :center)
@state = Text.new("Preparing...", y: $window.height/2-40, size: 40, alignment: :center)
@percentage = Text.new("0%", y: $window.height-50-25, size: 50, alignment: :center)
@state = Text.new("Preparing...", y: window.height/2-40, size: 40, alignment: :center)
@percentage = Text.new("0%", y: window.height-50-25, size: 50, alignment: :center)
@dummy_game_object = nil
@assets = []
@@ -15,7 +15,7 @@ class IMICFPS
add_asset(:obj, "objects/biped.obj")
# Currently broken
Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
# Shader.new(name: "lighting", vertex_file: "shaders/vertex/lighting.glsl", fragment_file: "shaders/fragment/lighting.glsl")
@act = false
@cycled = false
@@ -29,7 +29,15 @@ class IMICFPS
@subheading.draw
@state.draw
fill(Gosu::Color.rgba(127, 64, 0, 150))
# fill()
color = Gosu::Color.rgb(255, 127, 0)
color_two = Gosu::Color.rgb(200, 100, 0)
Gosu.draw_quad(
0, 0, color,
window.width, 0, color_two,
0, window.height, color,
window.width, window.height, color_two
)
progressbar
end
@@ -58,7 +66,7 @@ class IMICFPS
end
else
@state.text = "Loading #{@assets[@asset_index][:path].split('/').last}..."
@state.x = ($window.width/2)-(@state.width/2)
@state.x = (window.width/2)-(@state.width/2)
@cycled = true
end
end
@@ -69,8 +77,8 @@ class IMICFPS
def progressbar
@percentage.draw
progress = (@asset_index.to_f/@assets.count)*$window.width
draw_rect(0, $window.height-100, progress, 100, Gosu::Color.rgb(255,127,0))
progress = (@asset_index.to_f/@assets.count)*window.width
draw_rect(0, window.height-100, progress, 100, Gosu::Color.rgb(255,127,0))
end
end
end