require "etc" class IMICFPS class Player < GameObject attr_accessor :speed attr_reader :name, :bound_model, :first_person_view def setup bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self)) @speed = 2.5 # meter's per second @running_speed = 6.8 # meter's per second @old_speed = @speed @mass = 72 # kg @y_velocity = 0 @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 @floor = @terrain.height_at(self, 4.5) relative_speed = @speed if button_down?(Gosu::KbLeftControl) relative_speed = (@running_speed)*(delta_time) else relative_speed = @speed*(delta_time) end relative_y_rotation = @y_rotation*-1 if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW) @z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS) @z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed @x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbA) @z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbD) @z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed @x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed end if button_down?(Gosu::KbLeft) @y_rotation+=(relative_speed*1000)*delta_time end if button_down?(Gosu::KbRight) @y_rotation-=(relative_speed*1000)*delta_time end if @_time_in_air air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0) @y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time end if button_down?(Gosu::KbSpace) && !@jumping @jumping = true @_time_in_air = Gosu.milliseconds elsif !@jumping && @y > @floor @falling = true @_time_in_air ||= Gosu.milliseconds # FIXME else if @jumping if @y <= @floor @falling = false; @jumping = false; @y_velocity = 0 end end end if @jumping && !@falling if button_down?(Gosu::KbSpace) @y_velocity = 1.5 @falling = true end end @y+=@y_velocity*delta_time @y = @floor if @y < @floor # distance = 2.0 # x_offset = distance * Math.cos(@bound_model.y_rotation) # z_offset = distance * Math.sin(@bound_model.y_rotation) super end def button_up(id) case id when Gosu::KbX @y_rotation = @y_rotation+180 @y_rotation %= 360 when Gosu::KbF @first_person_view = !@first_person_view puts "First Person? #{@first_person_view}" end end end end