Files
i-mic-fps/lib/map.rb

68 lines
2.0 KiB
Ruby

class IMICFPS
class Map
include EntityManager
include LightManager
include CommonMethods
attr_reader :collision_manager
attr_reader :gravity
def initialize(map_parser:, gravity: IMICFPS::EARTH_GRAVITY)
@map_parser = map_parser
@gravity = gravity
@entities = []
@lights = []
@collision_manager = CollisionManager.new(map: self)
Publisher.new
end
def setup
add_entity(Terrain.new(map_entity: @map_parser.terrain, manifest: Manifest.new(package: @map_parser.terrain.package, name: @map_parser.terrain.name)))
add_entity(Skydome.new(map_entity: @map_parser.skydome, manifest: Manifest.new(package: @map_parser.skydome.package, name: @map_parser.skydome.name), backface_culling: false))
@map_parser.lights.each do |l|
add_light(Light.new(id: available_light, position: l.position, diffuse: l.diffuse, ambient: l.ambient, specular: l.specular, intensity: l.intensity))
end
@map_parser.entities.each do |ent|
add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name)))
end
add_entity(Player.new(spawnpoint: @map_parser.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character")))
# Default lights if non are defined
if @map_parser.lights.size == 0
add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
end
end
def data
@map_parser
end
def render(camera)
gl_error?
Gosu.gl do
gl_error?
glClearColor(0,0.2,0.5,1) # skyish blue
gl_error?
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
gl_error?
window.renderer.draw(camera, @lights, @entities)
end
end
def update
@collision_manager.update
@entities.each(&:update)
# @lights.each(&:update)
end
end
end