Module: Doom
- Defined in:
- lib/doom/benchmark.rb,
lib/doom.rb,
lib/doom/version.rb,
lib/doom/map/data.rb,
lib/doom/wad/flat.rb,
lib/doom/benchmark.rb,
lib/doom/game/menu.rb,
lib/doom/wad/patch.rb,
lib/doom/wad/sound.rb,
lib/doom/game/world.rb,
lib/doom/net/client.rb,
lib/doom/wad/reader.rb,
lib/doom/wad/sprite.rb,
lib/doom/game/combat.rb,
lib/doom/game/player.rb,
lib/doom/game/random.rb,
lib/doom/game/ticcmd.rb,
lib/doom/net/session.rb,
lib/doom/render/font.rb,
lib/doom/wad/palette.rb,
lib/doom/wad/texture.rb,
lib/doom/net/lockstep.rb,
lib/doom/net/protocol.rb,
lib/doom/platform/sdl.rb,
lib/doom/wad/colormap.rb,
lib/doom/game/geometry.rb,
lib/doom/game/snapshot.rb,
lib/doom/net/transport.rb,
lib/doom/wad_downloader.rb,
lib/doom/game/animations.rb,
lib/doom/game/monster_ai.rb,
lib/doom/game/state_hash.rb,
lib/doom/net/game_server.rb,
lib/doom/render/renderer.rb,
lib/doom/game/item_pickup.rb,
lib/doom/wad/hud_graphics.rb,
lib/doom/game/intermission.rb,
lib/doom/game/player_state.rb,
lib/doom/game/sound_engine.rb,
lib/doom/render/status_bar.rb,
lib/doom/render/world_mesh.rb,
lib/doom/net/desync_monitor.rb,
lib/doom/render/screen_melt.rb,
lib/doom/game/player_physics.rb,
lib/doom/game/sector_actions.rb,
lib/doom/game/sector_effects.rb,
lib/doom/platform/gosu_window.rb,
lib/doom/platform/window_logic.rb,
lib/doom/render/ray_tracing/bvh.rb,
lib/doom/render/weapon_renderer.rb,
lib/doom/render/renderer_factory.rb,
lib/doom/render/zbuffer_renderer.rb,
lib/doom/game/framebuffer_blitter.rb,
lib/doom/render/hardware_renderer.rb,
lib/doom/render/ray_tracing_renderer.rb,
lib/doom/render/spinel_native/kernel.rb,
lib/doom/render/spinel_native_renderer.rb,
lib/doom/render/ray_tracing/texture_atlas.rb,
lib/doom/render/ray_tracing/material_state.rb
Overview
Stub Gosu so the renderer's Platform module can load without the gem.
Defined Under Namespace
Modules: Benchmark, Game, Map, Net, Platform, Render, Wad Classes: Error, WadDownloader
Constant Summary collapse
- VERSION =
'0.11.0'
Class Method Summary collapse
Class Method Details
.run(wad_path, map_name: 'E1M1', rubykaigi: false, net: nil, frag_limit: nil, renderer: :classic) ⇒ Object
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# File 'lib/doom.rb', line 59 def run(wad_path, map_name: 'E1M1', rubykaigi: false, net: nil, frag_limit: nil, renderer: :classic) return run_server(wad_path, map_name, net, frag_limit) if net && net[:role] == :serve return run_client(wad_path, map_name, net, renderer) if net && net[:role] == :join session = build_session(net, map_name) if session # The host decides the map, seed and mode; a client is told them. Wait # for that before loading anything, so both sides load the same level. map_name = wait_for_session(session) || map_name end puts "Loading WAD: #{wad_path}" wad = Wad::Reader.new(wad_path) puts " #{wad.type}: #{wad.num_lumps} lumps" # If it's a PWAD, we need a base IWAD for resources (palette, textures, etc.) if wad.pwad? iwad_path = find_iwad unless iwad_path raise Error, 'PWAD requires a base IWAD (doom1.wad). Place it in the current directory or ~/.doom/' end puts " PWAD detected, loading base IWAD: #{iwad_path}" base_wad = Wad::Reader.new(iwad_path) base_wad.merge_pwad(wad) wad = base_wad # Auto-detect map name from PWAD lumps pwad_map = wad.directory.find { |e| e.name =~ /^(E\dM\d|MAP\d\d)$/ } map_name = pwad_map.name if pwad_map puts " Using map: #{map_name}" end puts 'Loading palette...' palette = Wad::Palette.load(wad) puts 'Loading colormap...' colormap = Wad::Colormap.load(wad) puts 'Loading flats...' flats = Wad::Flat.load_all(wad) puts " #{flats.size} flats" puts 'Loading textures...' textures = Wad::TextureManager.new(wad) puts " #{textures.textures.size} textures, #{textures.pnames.size} patches" puts 'Loading sprites...' sprites = Wad::SpriteManager.new(wad) puts 'Loading HUD graphics...' hud_graphics = Wad::HudGraphics.new(wad) puts "Loading map #{map_name}..." map = Map::MapData.load(wad, map_name) puts " #{map.vertices.size} vertices, #{map.linedefs.size} linedefs" puts " #{map.segs.size} segs, #{map.subsectors.size} subsectors, #{map.nodes.size} nodes" # Find player start player_start = map.player_start if player_start puts " Player start: (#{player_start.x}, #{player_start.y}) angle #{player_start.angle}" else puts ' Warning: No player start found!' Map::Thing.new(0, 0, 90, 1, 0) end puts 'Initializing animations...' flat_names = flats.map(&:name) animations = Game::Animations.new(textures.texture_names, flat_names) puts 'Creating renderer...' # No initial camera pose needed: the world owns the player, and draw aims # the camera at it every frame. renderer = Render::RendererFactory.build(renderer, wad, map, textures, palette, colormap, flats, sprites, animations) puts 'Building world...' sound_mgr = Wad::SoundManager.new(wad) sound_engine = Game::SoundEngine.new(sound_mgr) # One RNG shared by every subsystem that touches game state -- its index is # part of the simulation, so all peers must draw from the same sequence. # In a session the seed and mode come from the host, so every peer builds # the same world; solo play picks its own. random = Game::Random.new(session ? session.seed : 0) world = Game::World.new(map, sprites: sprites, sound: sound_engine, random: random, mode: session ? session.mode : :coop, frag_limit: frag_limit) ids = session ? session.player_ids : [0] ids.each { |id| world.add_player(id: id) } player = world.player(session ? session.local_id : 0) player_state = player.state puts 'Setting up HUD...' = Render::StatusBar.new(hud_graphics, player_state) weapon_renderer = Render::WeaponRenderer.new(hud_graphics, player_state) doom_font = Render::Font.new(wad, hud_graphics) = Game::Menu.new(wad, hud_graphics, doom_font) .instance_variable_set(:@state, Game::Menu::STATE_NONE) if ENV['DOOM_DEBUG_POSE'] # RubyKaigi mode: god mode, no aggression, benchmark HUD if rubykaigi .[:rubykaigi_mode] = true .[:god_mode] = true end puts 'Starting game window...' window = Platform::GosuWindow.new(renderer, palette, world, , weapon_renderer, animations, , sound_engine, session: session) # A networked game skips the title screen: the other players are already # waiting, and there is nothing to configure that the host has not set. .instance_variable_set(:@state, Game::Menu::STATE_NONE) if session window.show ensure session&.quit end |