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

238 lines
7.2 KiB
Ruby

class IMICFPS
class Game < GameState
attr_reader :collision_manager
def setup
@collision_manager = CollisionManager.new(game_state: self)
@renderer = Renderer.new(game_state: self)
@map = @options[:map]
add_entity(Terrain.new(map_entity: @map.terrain, manifest: Manifest.new(package: @map.terrain.package, name: @map.terrain.name)))
@draw_skydome = true
@skydome = Skydome.new(map_entity: @map.skydome, manifest: Manifest.new(package: @map.skydome.package, name: @map.skydome.name), backface_culling: false)
add_entity(@skydome)
@map.entities.each do |ent|
add_entity(Entity.new(map_entity: ent, manifest: Manifest.new(package: ent.package, name: ent.name)))
end
@player = Player.new(spawnpoint: @map.spawnpoints.sample, manifest: Manifest.new(package: "base", name: "biped"))
add_entity(@player)
@camera = Camera.new(position: @player.position.clone)
@camera.attach_to(@player)
@crosshair_size = 10
@crosshair_thickness = 3
@crosshair_color = Gosu::Color.rgb(255,127,0)
@text = Text.new("Pending...", x: 10, y: 10, z: 1, size: 18, font: "DejaVu Sans", shadow_color: Gosu::Color::BLACK)
Light.new(x: 3, y: -6, z: 6, game_state: self)
Light.new(x: 0, y: 100, z: 0, diffuse: Color.new(1.0, 0.5, 0.1), game_state: self)
if ARGV.join.include?("--playdemo")
@demo_data = File.exist?("./demo.dat") ? File.read("./demo.dat").lines : ""
@demo_index= 0
@demo_tick = 0
elsif ARGV.join.include?("--savedemo")
@demo_file = File.open("./demo.dat", "w")
@demo_index= 0
@demo_changed = false
@demo_last_pitch = @camera.orientation.z
@demo_last_yaw = @camera.orientation.y
at_exit { @demo_file.close }
end
end
def glError?
e = glGetError()
if e != GL_NO_ERROR
$stderr.puts "OpenGL error in: #{gluErrorString(e)} (#{e})\n"
exit
end
end
def draw
glError?
gl do
glError?
glClearColor(0,0.2,0.5,1) # skyish blue
glError?
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # clear the screen and the depth buffer
glError?
@lights.each(&:draw)
@camera.draw
@renderer.opengl_renderer.draw_object(@skydome) if @skydome.renderable
glEnable(GL_DEPTH_TEST)
@renderer.draw
end
# Draw crosshair
draw_rect(window.width/2-@crosshair_size, (window.height/2-@crosshair_size)-@crosshair_thickness/2, @crosshair_size*2, @crosshair_thickness, @crosshair_color, 0, :default)
draw_rect((window.width/2)-@crosshair_thickness/2, window.height/2-(@crosshair_size*2), @crosshair_thickness, @crosshair_size*2, @crosshair_color, 0, :default)
@text.draw
end
def update
@last_frame_time = Gosu.milliseconds
update_text
@collision_manager.update
@entities.each(&:update)
control_player
@skydome.update if @skydome.renderable
@camera.update
if $debug.get(:stats)
@text.text = update_text
elsif $debug.get(:fps)
@text.text = "FPS: #{Gosu.fps}"
else
@text.text = ""
end
@draw_skydome = $debug.get(:skydome)
@skydome.renderable = @draw_skydome
if ARGV.join.include?("--playdemo")
if @demo_data[@demo_index]&.start_with?("tick")
if @demo_tick == @demo_data[@demo_index].split(" ").last.to_i
@demo_index+=1
until(@demo_data[@demo_index]&.start_with?("tick"))
break unless @demo_data[@demo_index]
data = @demo_data[@demo_index].split(" ")
if data.first == "up"
input = InputMapper.get(data.last.to_sym)
key = input.is_a?(Array) ? input.first : input
self.button_up(key)
elsif data.first == "down"
input = InputMapper.get(data.last.to_sym)
key = input.is_a?(Array) ? input.first : input
self.button_down(key)
elsif data.first == "mouse"
@camera.orientation.z = data[1].to_f
@player.orientation.y = (data[2].to_f * -1) - 180
else
# hmm
end
@demo_index += 1
end
end
end
end
if ARGV.join.include?("--savedemo")
if @camera.orientation.z != @demo_last_pitch || @camera.orientation.y != @demo_last_yaw
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("mouse #{@camera.orientation.z} #{@camera.orientation.y}")
@demo_last_pitch = @camera.orientation.z
@demo_last_yaw = @camera.orientation.y
end
@demo_changed = false
@demo_index += 1
end
@demo_tick += 1 if @demo_tick
window.close if window.button_down?(Gosu::KbEscape)
window.number_of_vertices = 0
@delta_time = Gosu.milliseconds
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.z.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.x.round(2)}
Camera X:#{@camera.position.x.round(2)} Y:#{@camera.position.y.round(2)} Z:#{@camera.position.z.round(2)}
#{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}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Last Frame: #{delta_time * 1000.0}ms (#{Gosu.fps} fps)
Vertices: #{formatted_number(window.number_of_vertices)}
Faces: #{formatted_number(window.number_of_vertices/3)}
Draw Skydome: #{@draw_skydome}
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 ARGV.join.include?("--savedemo")
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("down #{InputMapper.action(id)}")
@demo_changed = true
end
InputMapper.keydown(id)
@entities.each do |entity|
entity.button_down(id) if defined?(entity.button_down)
end
end
def button_up(id)
if ARGV.join.include?("--savedemo")
unless @demo_last_written_index == @demo_index
@demo_last_written_index = @demo_index
@demo_file.puts("tick #{@demo_index}")
end
@demo_file.puts("up #{InputMapper.action(id)}")
@demo_changed = true
end
InputMapper.keyup(id)
@entities.each do |entity|
entity.button_up(id) if defined?(entity.button_up)
end
@camera.button_up(id)
end
def needs_cursor?
@needs_cursor
end
def lose_focus
puts 'Bye'
end
end
end