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