require "etc" class IMICFPS class Player < Entity attr_accessor :speed attr_reader :name, :bound_model, :first_person_view def setup bind_model("base", "biped") @collision = :dynamic @speed = 2.5 # meter's per second @running_speed = 5.0 # meter's per second @turn_speed = 50.0 @old_speed = @speed @mass = 72 # kg @first_person_view = true @visible = false @drag = 0.6 @devisor = 500.0 @name_image = Gosu::Image.from_text("#{Etc.getlogin}", 100, font: "Consolas", align: :center) # @name_image.save("temp.png") @name_tex = @name_image.gl_tex_info array_of_pixels = @name_image.to_blob tex_names_buf = ' ' * 8 glGenTextures(1, tex_names_buf) @name_texture_id = tex_names_buf.unpack('L2').first glBindTexture(GL_TEXTURE_2D, @name_texture_id) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) glGenerateMipmap(GL_TEXTURE_2D) end def draw_nameplate _width = (@name_image.width / @devisor) / 2 _height = (@name_image.height / @devisor) _y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05 glPushMatrix glRotatef(180, 0, 1, 0) glDisable(GL_LIGHTING) glEnable(GL_COLOR_MATERIAL) glEnable(GL_TEXTURE_2D) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND) glBindTexture(GL_TEXTURE_2D, @name_texture_id) glBegin(GL_TRIANGLES) glColor3f(1.0,1.0,1.0) # TOP LEFT glTexCoord2f(0, 0) glVertex3f(0-_width,_y+_height,0) # TOP RIGHT glTexCoord2f(1, 0) glVertex3f(0+_width, _y+_height,0) # BOTTOM LEFT glTexCoord2f(0, 1) glVertex3f(0-_width,_y,0) # BOTTOM LEFT glTexCoord2f(0, 1) glVertex3f(0-_width,_y,0) # BOTTOM RIGHT glTexCoord2f(1, 1) glVertex3f(0+_width, _y,0) # TOP RIGHT glTexCoord2f(1, 0) glVertex3f(0+_width,_y+_height,0) glEnd # glDisable(GL_BLEND) glDisable(GL_TEXTURE_2D) glEnable(GL_LIGHTING) glPopMatrix end def draw if !@first_person_view super draw_nameplate end end def update # Do not handle movement if mouse is not captured return if @camera && !@camera.mouse_captured relative_speed = @speed if InputMapper.down?(:sprint) relative_speed = @running_speed else relative_speed = @speed end relative_y_rotation = @rotation.y * -1 if InputMapper.down?(:forward) @velocity.z += Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed @velocity.x -= Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed end if InputMapper.down?(:backward) @velocity.z -= Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed @velocity.x += Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed end if InputMapper.down?(:strife_left) @velocity.z += Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed @velocity.x += Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed end if InputMapper.down?(:strife_right) @velocity.z -= Math.sin(relative_y_rotation * Math::PI / 180) * relative_speed @velocity.x -= Math.cos(relative_y_rotation * Math::PI / 180) * relative_speed end if InputMapper.down?(:turn_left) @rotation.y += @turn_speed * delta_time end if InputMapper.down?(:turn_right) @rotation.y -= @turn_speed * delta_time end if @_time_in_air air_time = (Gosu.milliseconds - @_time_in_air) / 1000.0 @velocity.y -= IMICFPS::GRAVITY * air_time * delta_time end if InputMapper.down?(:jump) && !@jumping @jumping = true @_time_in_air = Gosu.milliseconds elsif !@jumping @falling = true @_time_in_air ||= Gosu.milliseconds # FIXME else if @jumping && @velocity.y <= 0 @falling = false @jumping = false end end if @jumping && !@falling if InputMapper.down?(:jump) @velocity.y = 1.5 @falling = true end end super end def button_down(id) if InputMapper.is?(:toggle_first_person_view, id) @first_person_view = !@first_person_view @visible = !@first_person_view puts "First Person? #{@first_person_view}" elsif InputMapper.is?(:turn_180, id) @rotation.y = @rotation.y + 180 @rotation.y %= 360 end end end end