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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 23:52:35 +00:00
PhysicsManager now has a job, CollisionManager enabled, using Player velocity instead of position for movement controls, added Entity drag, added spaces
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@@ -14,7 +14,6 @@ class IMICFPS
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@running_speed = 6.8 # meter's per second
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@old_speed = @speed
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@mass = 72 # kg
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@floor = 0
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@first_person_view = true
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@devisor = 500.0
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@@ -37,8 +36,8 @@ class IMICFPS
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end
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_width = (@name_image.width / @devisor) / 2
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_height = (@name_image.height / @devisor)
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_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
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glPushMatrix
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glRotatef(180, 0, 1, 0)
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@@ -90,74 +89,74 @@ class IMICFPS
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def update
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relative_speed = @speed
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if InputMapper.down?(:sprint)
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relative_speed = (@running_speed)*(delta_time)
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relative_speed = (@running_speed) * (delta_time)
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else
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relative_speed = @speed*(delta_time)
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relative_speed = @speed * (delta_time)
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end
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relative_y_rotation = @rotation.y*-1
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relative_y_rotation = @rotation.y * -1
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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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@velocity.z += Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed
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@velocity.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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@velocity.z -= Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed
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@velocity.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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@velocity.z += Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed
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@velocity.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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@velocity.z -= Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed
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@velocity.x -= Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed
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end
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if InputMapper.down?(:turn_left)
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@rotation.y+=(relative_speed*1000)*delta_time
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@rotation.y += (relative_speed * 1000) * delta_time
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end
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if InputMapper.down?(:turn_right)
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@rotation.y-=(relative_speed*1000)*delta_time
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@rotation.y -= (relative_speed * 1000) * delta_time
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end
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if @_time_in_air
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air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
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@velocity.y-=(IMICFPS::GRAVITY*air_time)*delta_time
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air_time = (Gosu.milliseconds - @_time_in_air) / 1000.0
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@velocity.y -= IMICFPS::GRAVITY * air_time * delta_time
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end
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if InputMapper.down?(:jump) && !@jumping
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@jumping = true
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@_time_in_air = Gosu.milliseconds
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elsif !@jumping && @position.y > @floor
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elsif !@jumping
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@falling = true
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@_time_in_air ||= Gosu.milliseconds # FIXME
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else
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if @jumping
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if @position.y <= @floor
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@falling = false; @jumping = false; @velocity.y = 0; @position.y = @floor
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end
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if @jumping && @velocity.y <= 0
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@falling = false
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@jumping = false
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end
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end
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if @jumping && !@falling
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if InputMapper.down?(:jump)
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@velocity.y = 1.5
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@velocity.y += 1.5
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@falling = true
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end
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end
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@position.y+=@velocity.y*delta_time if @position.y >= @floor # TEMP fix to prevent falling forever, collision/physics managers should fix this in time.
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super
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end
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def button_up(id)
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def button_down(id)
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if InputMapper.is?(:toggle_first_person_view, id)
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@first_person_view = !@first_person_view
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@visible = !@first_person_view
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puts "First Person? #{@first_person_view}"
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elsif InputMapper.is?(:turn_180, id)
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@rotation.y = @rotation.y+180
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@rotation.y = @rotation.y + 180
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@rotation.y %= 360
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end
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end
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