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https://github.com/cyberarm/i-mic-fps.git
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63 lines
1.8 KiB
Ruby
63 lines
1.8 KiB
Ruby
class IMICFPS
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class Map
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include EntityManager
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include LightManager
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include CommonMethods
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attr_reader :collision_manager
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attr_reader :gravity
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def initialize(map_loader:, gravity: IMICFPS::EARTH_GRAVITY)
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@map_loader = map_loader
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@gravity = gravity
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@entities = []
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@lights = []
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@collision_manager = CollisionManager.new(map: self)
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@renderer = Renderer.new
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Publisher.new
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end
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def setup
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add_entity(Terrain.new(map_entity: @map_loader.terrain, manifest: Manifest.new(package: @map_loader.terrain.package, name: @map_loader.terrain.name)))
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add_entity(Skydome.new(map_entity: @map_loader.skydome, manifest: Manifest.new(package: @map_loader.skydome.package, name: @map_loader.skydome.name), backface_culling: false))
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@map_loader.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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add_entity(Player.new(spawnpoint: @map_loader.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "character")))
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# TODO: Load lights from MapLoader
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add_light(Light.new(id: available_light, position: Vector.new(30, 10.0, 30)))
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add_light(Light.new(id: available_light, position: Vector.new(0, 100, 0), diffuse: Color.new(1.0, 0.5, 0.1)))
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end
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def data
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@map_loader
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end
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def render(camera)
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gl_error?
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Gosu.gl do
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gl_error?
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glClearColor(0,0.2,0.5,1) # skyish blue
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gl_error?
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
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gl_error?
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@renderer.draw(camera, @lights, @entities)
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end
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end
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def update
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@collision_manager.update
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@entities.each(&:update)
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# @lights.each(&:update)
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end
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end
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end
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