Files
i-mic-fps/lib/states/game_states/game.rb

120 lines
3.1 KiB
Ruby

class IMICFPS
class Game < GameState
attr_reader :map
def setup
@map = Map.new(map_loader: @options[:map_loader])
@map.setup
@player = @map.find_entity_by(name: "character")
@camera = Camera.new(position: @player.position.clone)
@camera.attach_to(@player)
@crosshair = Crosshair.new
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
if ARGV.join.include?("--playdemo")
@demo = Demo.new(camera: @camera, player: @player, demo: "./demo.dat", mode: :play) if File.exist?("./demo.dat")
elsif ARGV.join.include?("--savedemo")
@demo = Demo.new(camera: @camera, player: @player, demo: "./demo.dat", mode: :record)
end
end
def draw
@map.render(@camera)
@crosshair.draw
@text.draw
end
def update
update_text
Publisher.instance.publish(:tick, Gosu.milliseconds - window.delta_time)
@map.update
control_player
@camera.update
if $debug.get(:stats)
@text.text = update_text
elsif $debug.get(:fps)
@text.text = "FPS: #{Gosu.fps}"
else
@text.text = ""
end
@demo.update if @demo
window.close if window.button_down?(Gosu::KbEscape)
window.number_of_vertices = 0
end
def update_text
string = <<-eos
OpenGL Vendor: #{glGetString(GL_VENDOR)}
OpenGL Renderer: #{glGetString(GL_RENDERER)}
OpenGL Version: #{glGetString(GL_VERSION)}
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
Camera pitch: #{@camera.orientation.z.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.x.round(2)}
Camera X:#{@camera.position.x.round(2)} Y:#{@camera.position.y.round(2)} Z:#{@camera.position.z.round(2)}
#{if @camera.entity then "Actor X:#{@camera.entity.position.x.round(2)} Y:#{@camera.entity.position.y.round(2)} Z:#{@camera.entity.position.z.round(2)}";end}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Last Frame: #{Gosu.milliseconds - window.delta_time}ms (#{Gosu.fps} fps)
Vertices: #{formatted_number(window.number_of_vertices)}
Faces: #{formatted_number(window.number_of_vertices/3)}
eos
end
def control_player
InputMapper.keys.each do |key, pressed|
next unless pressed
action = InputMapper.action(key)
next unless action
@player.send(action) if @player.respond_to?(action)
end
end
def button_down(id)
@demo.button_down(id) if @demo
InputMapper.keydown(id)
Publisher.instance.publish(:button_down, nil, id)
@map.entities.each do |entity|
entity.button_down(id) if defined?(entity.button_down)
end
end
def button_up(id)
@demo.button_up(id) if @demo
InputMapper.keyup(id)
Publisher.instance.publish(:button_up, nil, id)
@map.entities.each do |entity|
entity.button_up(id) if defined?(entity.button_up)
end
@camera.button_up(id)
end
def needs_cursor?
@needs_cursor
end
def lose_focus
puts 'Bye'
end
end
end