require "etc" class IMICFPS class Player < Entity attr_accessor :speed attr_reader :name, :bound_model, :first_person_view def setup bind_model("base", "biped") @speed = 2.5 # meter's per second @running_speed = 6.8 # meter's per second @old_speed = @speed @mass = 72 # kg @floor = 0 @first_person_view = true @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 _height = (@name_image.height/@devisor) _width = (@name_image.width/@devisor)/2 _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 relative_speed = @speed if InputMapper.down?(:sprint) relative_speed = (@running_speed)*(delta_time) else relative_speed = @speed*(delta_time) end relative_y_rotation = @rotation.y*-1 if InputMapper.down?(:forward) @position.z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @position.x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:backward) @position.z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @position.x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:strife_left) @position.z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @position.x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:strife_right) @position.z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @position.x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if InputMapper.down?(:turn_left) @rotation.y+=(relative_speed*1000)*delta_time end if InputMapper.down?(:turn_right) @rotation.y-=(relative_speed*1000)*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 && @position.y > @floor @falling = true @_time_in_air ||= Gosu.milliseconds # FIXME else if @jumping if @position.y <= @floor @falling = false; @jumping = false; @velocity.y = 0; @position.y = @floor end end end if @jumping && !@falling if InputMapper.down?(:jump) @velocity.y = 1.5 @falling = true end end @position.y+=@velocity.y*delta_time if @position.y >= @floor # TEMP fix to prevent falling forever, collision/physics managers should fix this in time. super end def button_up(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