class IMICFPS class Game < GameState attr_reader :collision_manager def setup @collision_manager = CollisionManager.new(game_state: self) @renderer = Renderer.new(game_state: self) add_entity(Terrain.new) @draw_skydome = true @skydome = Skydome.new(scale: 0.08, backface_culling: false) add_entity(@skydome) 25.times do add_entity(Tree.new) end add_entity(TestObject.new(z: 10)) @player = Player.new(x: 1, y: 0, z: -1) add_entity(@player) @camera = Camera.new(x: 0, y: -2, z: 1) @camera.attach_to(@player) @crosshair_size = 10 @crosshair_thickness = 3 @crosshair_color = Gosu::Color.rgb(255,127,0) # @font = Gosu::Font.new(18, name: "DejaVu Sans") @text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK) 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) if ARGV.join.include?("--playdemo") @demo_data = File.exist?("./demo.dat") ? File.read("./demo.dat").lines : "" @demo_index= 0 @demo_tick = 0 elsif ARGV.join.include?("--savedemo") @demo_file = File.open("./demo.dat", "w") @demo_index= 0 @demo_changed = false @demo_last_pitch = @camera.pitch @demo_last_yaw = @camera.yaw at_exit { @demo_file.close } end end def glError? e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end def draw glError? gl do glError? glClearColor(0,0.2,0.5,1) # skyish blue glError? glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer glError? @lights.each(&:draw) @camera.draw @renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable glEnable(GL_DEPTH_TEST) @renderer.draw end # Draw crosshair draw_rect(window.width/2-@crosshair_size, (window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default) draw_rect((window.width/2)-@crosshair_thickness/2, window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default) @text.draw end def update @last_frame_time = Gosu.milliseconds update_text @collision_manager.update @entities.each(&:update) @skydome.update if @skydome.renderable @camera.update if ARGV.join.include?("--playdemo") if @demo_data[@demo_index]&.start_with?("tick") if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i @demo_index+=1 until(@demo_data[@demo_index]&.start_with?("tick")) break unless @demo_data[@demo_index] data = @demo_data[@demo_index].split(" ") if data.first == "up" input = InputMapper.get(data.last.to_sym) key = input.is_a?(Array) ? input.first : input self.button_up(key) elsif data.first == "down" input = InputMapper.get(data.last.to_sym) key = input.is_a?(Array) ? input.first : input self.button_down(key) elsif data.first == "mouse" @camera.pitch = data[1].to_f @player.rotation.y = (data[2].to_f * -1) - 180 else # hmm end @demo_index += 1 end end end end if ARGV.join.include?("--savedemo") if @camera.pitch != @demo_last_pitch || @camera.yaw != @demo_last_yaw unless @demo_last_written_index == @demo_index @demo_last_written_index = @demo_index @demo_file.puts("tick #{@demo_index}") end @demo_file.puts("mouse #{@camera.pitch} #{@camera.yaw}") @demo_last_pitch = @camera.pitch @demo_last_yaw = @camera.yaw end @demo_changed = false @demo_index += 1 end @demo_tick += 1 if @demo_tick window.close if window.button_down?(Gosu::KbEscape) window.number_of_vertices = 0 @delta_time = Gosu.milliseconds end def update_text begin string = <<-eos OpenGL Vendor: #{glGetString(GL_VENDOR)} OpenGL Renderer: #{glGetString(GL_RENDERER)} OpenGL Version: #{glGetString(GL_VERSION)} OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)} Camera pitch: #{@camera.orientation.z.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.x.round(2)} Camera X:#{@camera.position.x.round(2)} Y:#{@camera.position.y.round(2)} Z:#{@camera.position.z.round(2)} #{if @camera.entity then "Actor X:#{@camera.entity.position.x.round(2)} Y:#{@camera.entity.position.y.round(2)} Z:#{@camera.entity.position.z.round(2)}";end} Field Of View: #{@camera.field_of_view} Mouse Sesitivity: #{@camera.mouse_sensitivity} Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps) Vertices: #{formatted_number(window.number_of_vertices)} Faces: #{formatted_number(window.number_of_vertices/3)} Draw Skydome: #{@draw_skydome} eos rescue ArgumentError string = <<-eos Unable to call glGetString! Camera pitch: #{@camera.pitch.round(2)} Yaw: #{@camera.yaw.round(2)} Roll #{@camera.roll.round(2)} Camera X:#{@camera.x.round(2)} Y:#{@camera.y.round(2)} Z:#{@camera.z.round(2)} #{if @camera.entity then "Actor X:#{@camera.entity.x.round(2)} Y:#{@camera.entity.y.round(2)} Z:#{@camera.entity.z.round(2)}";end} Field Of View: #{@camera.field_of_view} Mouse Sesitivity: #{@camera.mouse_sensitivity} Last Frame: #{delta_time*1000.0}ms (#{Gosu.fps} fps) Vertices: #{formatted_number(window.number_of_vertices)} Faces: #{formatted_number(window.number_of_vertices/3)} Draw Skydome: #{@draw_skydome} eos end if $debug.get(:stats) @text.text = string elsif $debug.get(:fps) @text.text = "FPS: #{Gosu.fps}" else @text.text = "" end @draw_skydome = $debug.get(:skydome) @skydome.renderable = @draw_skydome end def button_down(id) if ARGV.join.include?("--savedemo") unless @demo_last_written_index == @demo_index @demo_last_written_index = @demo_index @demo_file.puts("tick #{@demo_index}") end @demo_file.puts("down #{InputMapper.action(id)}") @demo_changed = true end InputMapper.keydown(id) @entities.each do |entity| entity.button_down(id) if defined?(entity.button_down) end end def button_up(id) if ARGV.join.include?("--savedemo") unless @demo_last_written_index == @demo_index @demo_last_written_index = @demo_index @demo_file.puts("tick #{@demo_index}") end @demo_file.puts("up #{InputMapper.action(id)}") @demo_changed = true end InputMapper.keyup(id) @entities.each do |entity| entity.button_up(id) if defined?(entity.button_up) end @camera.button_up(id) end def needs_cursor? @needs_cursor end def lose_focus puts 'Bye' end end end