class IMICFPS class Map include EntityManager include LightManager attr_reader :collision_manager attr_reader :gravity def initialize(map_loader:, gravity: IMICFPS::EARTH_GRAVITY) @map_loader = map_loader @gravity = gravity @entities = [] @lights = [] @collision_manager = CollisionManager.new(map: self) @renderer = Renderer.new(map: self) Publisher.new end def setup add_entity(Terrain.new(map_entity: @map_loader.terrain, manifest: Manifest.new(package: @map_loader.terrain.package, name: @map_loader.terrain.name))) add_entity(Skydome.new(map_entity: @map_loader.skydome, manifest: Manifest.new(package: @map_loader.skydome.package, name: @map_loader.skydome.name), backface_culling: false)) @map_loader.entities.each do |ent| add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name))) end add_entity(Player.new(spawnpoint: @map_loader.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "biped"))) # TODO: Load lights from MapLoader add_light(Light.new(id: available_light, x: 3, y: -6, z: 6)) add_light(Light.new(id: available_light, x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1))) end def data @map_loader end def glError? e = glGetError() if e != GL_NO_ERROR $stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n" exit end end def render(camera) glError? Gosu.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 glEnable(GL_DEPTH_TEST) @renderer.draw end end def update @collision_manager.update @entities.each(&:update) # @lights.each(&:update) end end end