class IMICFPS class Player < Entity attr_accessor :speed attr_reader :name, :bound_model def setup bind_model @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 @visible = false @drag = 0.6 end def update # Do not handle movement if mouse is not captured return if @camera && !@camera.mouse_captured super end def relative_speed InputMapper.down?(:sprint) ? @running_speed : @speed end def relative_y_rotation @orientation.y * -1 end def 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 def 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 def 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 def 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 def turn_left @orientation.y += @turn_speed * delta_time end def turn_right @orientation.y -= @turn_speed * delta_time end def jump if InputMapper.down?(:jump) && window.current_state.map.collision_manager.on_ground?(self) @velocity.y = 1.5 end end end end