class IMICFPS class Map include EntityManager include LightManager include CommonMethods attr_reader :collision_manager attr_reader :gravity def initialize(map_parser:, gravity: IMICFPS::EARTH_GRAVITY) @map_parser = map_parser @gravity = gravity @entities = [] @lights = [] @collision_manager = CollisionManager.new(map: self) Publisher.new end def setup add_entity(Terrain.new(map_entity: @map_parser.terrain, manifest: Manifest.new(package: @map_parser.terrain.package, name: @map_parser.terrain.name))) add_entity(Skydome.new(map_entity: @map_parser.skydome, manifest: Manifest.new(package: @map_parser.skydome.package, name: @map_parser.skydome.name), backface_culling: false)) @map_parser.lights.each do |l| add_light(Light.new(id: available_light, position: l.position, diffuse: l.diffuse, ambient: l.ambient, specular: l.specular, intensity: l.intensity)) end @map_parser.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_parser.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character"))) # Default lights if non are defined if @map_parser.lights.size == 0 add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30))) add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1))) end end def data @map_parser end def render(camera) gl_error? Gosu.gl do gl_error? glClearColor(0,0.2,0.5,1) # skyish blue gl_error? glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer gl_error? window.renderer.draw(camera, @lights, @entities) end end def update @collision_manager.update @entities.each(&:update) end end end