mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 07:32:35 +00:00
244 lines
7.4 KiB
Ruby
244 lines
7.4 KiB
Ruby
class IMICFPS
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class Game < GameState
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attr_reader :collision_manager
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def setup
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@collision_manager = CollisionManager.new(game_state: self)
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@renderer = Renderer.new(game_state: self)
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@publisher = Publisher.new
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@map = @options[:map]
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add_entity(Terrain.new(map_entity: @map.terrain, manifest: Manifest.new(package: @map.terrain.package, name: @map.terrain.name)))
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@draw_skydome = true
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@skydome = Skydome.new(map_entity: @map.skydome, manifest: Manifest.new(package: @map.skydome.package, name: @map.skydome.name), backface_culling: false)
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add_entity(@skydome)
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@map.entities.each do |ent|
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add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name)))
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end
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@player = Player.new(spawnpoint: @map.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "biped"))
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add_entity(@player)
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@camera = Camera.new(position: @player.position.clone)
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@camera.attach_to(@player)
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@crosshair_size = 10
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@crosshair_thickness = 3
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@crosshair_color = Gosu::Color.rgb(255,127,0)
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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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Light.new(x: 3, y: -6, z: 6, game_state: self)
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Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
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if ARGV.join.include?("--playdemo")
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@demo_data = File.exist?("./demo.dat") ? File.read("./demo.dat").lines : ""
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@demo_index= 0
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@demo_tick = 0
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elsif ARGV.join.include?("--savedemo")
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@demo_file = File.open("./demo.dat", "w")
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@demo_index= 0
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@demo_changed = false
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@demo_last_pitch = @camera.orientation.z
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@demo_last_yaw = @camera.orientation.y
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at_exit { @demo_file.close }
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end
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end
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def glError?
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e = glGetError()
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if e != GL_NO_ERROR
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$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
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exit
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end
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end
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def draw
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glError?
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gl do
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glError?
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glClearColor(0,0.2,0.5,1) # skyish blue
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glError?
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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glError?
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@lights.each(&:draw)
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@camera.draw
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@renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable
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glEnable(GL_DEPTH_TEST)
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@renderer.draw
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end
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# Draw crosshair
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draw_rect(window.width/2-@crosshair_size, (window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
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draw_rect((window.width/2)-@crosshair_thickness/2, window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
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@text.draw
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end
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def update
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@last_frame_time = Gosu.milliseconds
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update_text
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@publisher.publish(:tick, Gosu.milliseconds - @delta_time)
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@collision_manager.update
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@entities.each(&:update)
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control_player
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@skydome.update if @skydome.renderable
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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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@draw_skydome = $debug.get(:skydome)
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@skydome.renderable = @draw_skydome
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if ARGV.join.include?("--playdemo")
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if @demo_data[@demo_index]&.start_with?("tick")
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if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i
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@demo_index+=1
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until(@demo_data[@demo_index]&.start_with?("tick"))
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break unless @demo_data[@demo_index]
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data = @demo_data[@demo_index].split(" ")
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if data.first == "up"
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input = InputMapper.get(data.last.to_sym)
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key = input.is_a?(Array) ? input.first : input
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self.button_up(key)
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elsif data.first == "down"
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input = InputMapper.get(data.last.to_sym)
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key = input.is_a?(Array) ? input.first : input
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self.button_down(key)
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elsif data.first == "mouse"
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@camera.orientation.z = data[1].to_f
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@player.orientation.y = (data[2].to_f * -1) - 180
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else
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# hmm
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end
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@demo_index += 1
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end
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end
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end
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end
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if ARGV.join.include?("--savedemo")
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if @camera.orientation.z != @demo_last_pitch || @camera.orientation.y != @demo_last_yaw
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unless @demo_last_written_index == @demo_index
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@demo_last_written_index = @demo_index
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@demo_file.puts("tick #{@demo_index}")
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end
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@demo_file.puts("mouse #{@camera.orientation.z} #{@camera.orientation.y}")
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@demo_last_pitch = @camera.orientation.z
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@demo_last_yaw = @camera.orientation.y
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end
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@demo_changed = false
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@demo_index += 1
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end
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@demo_tick += 1 if @demo_tick
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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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@delta_time = Gosu.milliseconds
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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: #{delta_time * 1000.0}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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Draw Skydome: #{@draw_skydome}
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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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if ARGV.join.include?("--savedemo")
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unless @demo_last_written_index == @demo_index
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@demo_last_written_index = @demo_index
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@demo_file.puts("tick #{@demo_index}")
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end
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@demo_file.puts("down #{InputMapper.action(id)}")
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@demo_changed = true
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end
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InputMapper.keydown(id)
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@publisher.publish(:button_down, nil, id)
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@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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if ARGV.join.include?("--savedemo")
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unless @demo_last_written_index == @demo_index
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@demo_last_written_index = @demo_index
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@demo_file.puts("tick #{@demo_index}")
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end
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@demo_file.puts("up #{InputMapper.action(id)}")
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@demo_changed = true
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end
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InputMapper.keyup(id)
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@publisher.publish(:button_up, nil, id)
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@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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