Files
i-mic-fps/lib/objects/entities/player.rb

171 lines
5.0 KiB
Ruby

require "etc"
class IMICFPS
class Player < Entity
attr_accessor :speed
attr_reader :name, :bound_model, :first_person_view
def setup
bind_model("base", "biped")
@collision = :dynamic
@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
@first_person_view = true
@visible = false
@drag = 0.6
@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
_width = (@name_image.width / @devisor) / 2
_height = (@name_image.height / @devisor)
_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
# Do not handle movement if mouse is not captured
return if @camera && !@camera.mouse_captured
relative_speed = @speed
if InputMapper.down?(:sprint)
relative_speed = @running_speed
else
relative_speed = @speed
end
relative_y_rotation = @rotation.y * -1
if InputMapper.down?(: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
if InputMapper.down?(: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
if InputMapper.down?(: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
if InputMapper.down?(: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
if InputMapper.down?(:turn_left)
@rotation.y += @turn_speed * delta_time
end
if InputMapper.down?(:turn_right)
@rotation.y -= @turn_speed * 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
@falling = true
@_time_in_air ||= Gosu.milliseconds # FIXME
else
if @jumping && @velocity.y <= 0
@falling = false
@jumping = false
end
end
if @jumping && !@falling
if InputMapper.down?(:jump)
@velocity.y = 1.5
@falling = true
end
end
super
end
def button_down(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