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

112 lines
3.0 KiB
Ruby

class IMICFPS
class Game < GameState
attr_reader :map
def setup
@map = Map.new(map_parser: @options[:map_parser])
@map.setup
@player = @map.find_entity_by(name: "character")
@camera = PerspectiveCamera.new( position: @player.position.clone, aspect_ratio: window.aspect_ratio )
@director = Networking::Director.new
@director.load_map(map_parser: @options[:map_parser])
@connection = Networking::Connection.new(address: "localhost", port: Networking::DEFAULT_SERVER_PORT)
@connection.connect
@crosshair = Crosshair.new
@hud = HUD.new(@player)
@text = Text.new("Pending...", x: 10, y: 22, 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
@hud.draw
@text.draw
end
def update
update_text
control_player
@hud.update
@connection.update
@director.tick(window.dt)
@map.update
if window.config.get(:debug_options, :stats)
@text.text = update_text
else
@text.text = ""
end
@demo.update if @demo
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.x.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.z.round(2)}
Camera X: #{@camera.position.x.round(2)} Y: #{@camera.position.y.round(2)} Z: #{@camera.position.z.round(2)}
Camera Field Of View: #{@camera.field_of_view}
Camera Mouse Sesitivity: nil
Player X: #{@player.position.x.round(2)} Y: #{@player.position.y.round(2)} Z: #{@player.position.z.round(2)}"
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)
if id == Gosu::KB_ESCAPE
push_state(GamePauseMenu)
return
end
@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
end
end
end