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

170 lines
5.0 KiB
Ruby

require "etc"
class IMICFPS
class Player < GameObject
attr_accessor :speed
attr_reader :name, :bound_model, :first_person_view
def setup
bind_model(ModelLoader.new(type: :obj, file_path: "objects/biped.obj", game_object: self))
@speed = 2.5 # meter's per second
@running_speed = 6.8 # meter's per second
@old_speed = @speed
@mass = 72 # kg
@y_velocity = 0
@floor = 0
@first_person_view = true
@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
_height = (@name_image.height/@devisor)
_width = (@name_image.width/@devisor)/2
_y = 2#normalize_bounding_box(model.bounding_box).max_y+0.05
glPushMatrix
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
@floor = @terrain.height_at(self, 4.5)
relative_speed = @speed
if button_down?(Gosu::KbLeftControl)
relative_speed = (@running_speed)*(delta_time)
else
relative_speed = @speed*(delta_time)
end
relative_y_rotation = @y_rotation*-1
if button_down?(Gosu::KbUp) || button_down?(Gosu::KbW)
@z+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbDown) || button_down?(Gosu::KbS)
@z-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbA)
@z+=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x+=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbD)
@z-=Math.sin(relative_y_rotation * Math::PI / 180)*relative_speed
@x-=Math.cos(relative_y_rotation * Math::PI / 180)*relative_speed
end
if button_down?(Gosu::KbLeft)
@y_rotation+=(relative_speed*1000)*delta_time
end
if button_down?(Gosu::KbRight)
@y_rotation-=(relative_speed*1000)*delta_time
end
if @_time_in_air
air_time = ((Gosu.milliseconds-@_time_in_air)/1000.0)
@y_velocity-=(IMICFPS::GRAVITY*air_time)*delta_time
end
if button_down?(Gosu::KbSpace) && !@jumping
@jumping = true
@_time_in_air = Gosu.milliseconds
elsif !@jumping && @y > @floor
@falling = true
@_time_in_air ||= Gosu.milliseconds # FIXME
else
if @jumping
if @y <= @floor
@falling = false; @jumping = false; @y_velocity = 0
end
end
end
if @jumping && !@falling
if button_down?(Gosu::KbSpace)
@y_velocity+=(2*15)*delta_time
@falling = true if @y_velocity >= 2
end
end
@y+=@y_velocity*delta_time
@y = @floor if @y < @floor
# distance = 2.0
# x_offset = distance * Math.cos(@bound_model.y_rotation)
# z_offset = distance * Math.sin(@bound_model.y_rotation)
super
end
def button_up(id)
case id
when Gosu::KbX
@y_rotation = @y_rotation+180
@y_rotation %= 360
when Gosu::KbF
@first_person_view = !@first_person_view
puts "First Person? #{@first_person_view}"
end
end
end
end