Class: Doom::Platform::GosuWindow
- Inherits:
-
Gosu::Window
- Object
- Gosu::Window
- Doom::Platform::GosuWindow
- Defined in:
- lib/doom/platform/gosu_window.rb
Constant Summary collapse
- SCALE =
3- MOVE_SPEED =
Movement constants
8.0- TURN_SPEED =
Units per frame
3.0- MOUSE_SENSITIVITY =
Degrees per frame
0.15
- PLAYER_RADIUS =
Mouse look sensitivity
16.0
Instance Method Summary collapse
- #button_down(id) ⇒ Object
- #draw ⇒ Object
- #handle_input ⇒ Object
- #handle_mouse_look ⇒ Object
-
#initialize(renderer, palette, map) ⇒ GosuWindow
constructor
Collision radius.
- #line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) ⇒ Boolean
- #linedef_blocks?(linedef, x, y) ⇒ Boolean
- #needs_cursor? ⇒ Boolean
- #try_move(dx, dy) ⇒ Object
- #update ⇒ Object
- #update_player_height(x, y) ⇒ Object
- #valid_position?(x, y) ⇒ Boolean
Constructor Details
#initialize(renderer, palette, map) ⇒ GosuWindow
Collision radius
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# File 'lib/doom/platform/gosu_window.rb', line 16 def initialize(renderer, palette, map) super(Render::SCREEN_WIDTH * SCALE, Render::SCREEN_HEIGHT * SCALE, false) self.caption = 'Doom Ruby' @renderer = renderer @palette = palette @map = map @screen_image = nil @mouse_captured = false @last_mouse_x = nil # Pre-build palette lookup for speed @palette_rgba = palette.colors.map { |r, g, b| [r, g, b, 255].pack('CCCC') } end |
Instance Method Details
#button_down(id) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 214 def (id) case id when Gosu::KB_ESCAPE if @mouse_captured @mouse_captured = false self.mouse_x = width / 2 self.mouse_y = height / 2 else close end when Gosu::MS_LEFT, Gosu::KB_TAB unless @mouse_captured @mouse_captured = true @last_mouse_x = mouse_x end end end |
#draw ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 201 def draw # Fast RGBA conversion using pre-built palette rgba = @renderer.framebuffer.map { |idx| @palette_rgba[idx] }.join @screen_image = Gosu::Image.from_blob( Render::SCREEN_WIDTH, Render::SCREEN_HEIGHT, rgba ) @screen_image.draw(0, 0, 0, SCALE, SCALE) end |
#handle_input ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 36 def handle_input # Mouse look handle_mouse_look # Keyboard turning if Gosu.(Gosu::KB_LEFT) @renderer.turn(TURN_SPEED) end if Gosu.(Gosu::KB_RIGHT) @renderer.turn(-TURN_SPEED) end # Forward/backward movement move_x = 0.0 move_y = 0.0 if Gosu.(Gosu::KB_UP) || Gosu.(Gosu::KB_W) move_x += @renderer.cos_angle * MOVE_SPEED move_y += @renderer.sin_angle * MOVE_SPEED end if Gosu.(Gosu::KB_DOWN) || Gosu.(Gosu::KB_S) move_x -= @renderer.cos_angle * MOVE_SPEED move_y -= @renderer.sin_angle * MOVE_SPEED end # Strafe if Gosu.(Gosu::KB_A) move_x += @renderer.sin_angle * MOVE_SPEED move_y -= @renderer.cos_angle * MOVE_SPEED end if Gosu.(Gosu::KB_D) move_x -= @renderer.sin_angle * MOVE_SPEED move_y += @renderer.cos_angle * MOVE_SPEED end # Apply movement with collision detection if move_x != 0.0 || move_y != 0.0 try_move(move_x, move_y) end end |
#handle_mouse_look ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 182 def handle_mouse_look return unless @mouse_captured current_x = mouse_x if @last_mouse_x delta_x = current_x - @last_mouse_x @renderer.turn(-delta_x * MOUSE_SENSITIVITY) if delta_x != 0 end # Keep mouse centered center_x = width / 2 if (current_x - center_x).abs > 50 self.mouse_x = center_x @last_mouse_x = center_x else @last_mouse_x = current_x end end |
#line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 154 def line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) # Vector from line start to circle center dx = cx - x1 dy = cy - y1 # Line direction vector line_dx = x2 - x1 line_dy = y2 - y1 line_len_sq = line_dx * line_dx + line_dy * line_dy return false if line_len_sq == 0 # Project circle center onto line, clamped to segment t = ((dx * line_dx) + (dy * line_dy)) / line_len_sq t = [[t, 0.0].max, 1.0].min # Closest point on line segment closest_x = x1 + t * line_dx closest_y = y1 + t * line_dy # Distance from circle center to closest point dist_x = cx - closest_x dist_y = cy - closest_y dist_sq = dist_x * dist_x + dist_y * dist_y dist_sq < radius * radius end |
#linedef_blocks?(linedef, x, y) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 125 def linedef_blocks?(linedef, x, y) v1 = @map.vertices[linedef.v1] v2 = @map.vertices[linedef.v2] # Check if player circle intersects this line return false unless line_circle_intersect?(v1.x, v1.y, v2.x, v2.y, x, y, PLAYER_RADIUS) # One-sided linedef (wall) always blocks return true if linedef.sidedef_left == 0xFFFF # Two-sided: check if passable front_side = @map.sidedefs[linedef.sidedef_right] back_side = @map.sidedefs[linedef.sidedef_left] front_sector = @map.sectors[front_side.sector] back_sector = @map.sectors[back_side.sector] # Check step height step = back_sector.floor_height - front_sector.floor_height return true if step.abs > 24 # Check ceiling clearance min_ceiling = [front_sector.ceiling_height, back_sector.ceiling_height].min max_floor = [front_sector.floor_height, back_sector.floor_height].max return true if min_ceiling - max_floor < 56 # Player height false end |
#needs_cursor? ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 232 def needs_cursor? !@mouse_captured end |
#try_move(dx, dy) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 77 def try_move(dx, dy) new_x = @renderer.player_x + dx new_y = @renderer.player_y + dy # Check if new position is valid (simple collision detection) if valid_position?(new_x, new_y) @renderer.move_to(new_x, new_y) update_player_height(new_x, new_y) else # Try sliding along walls - try X movement only if valid_position?(new_x, @renderer.player_y) @renderer.move_to(new_x, @renderer.player_y) update_player_height(new_x, @renderer.player_y) # Try Y movement only elsif valid_position?(@renderer.player_x, new_y) @renderer.move_to(@renderer.player_x, new_y) update_player_height(@renderer.player_x, new_y) end end end |
#update ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 31 def update handle_input @renderer.render_frame end |
#update_player_height(x, y) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 98 def update_player_height(x, y) sector = @map.sector_at(x, y) return unless sector # Player view height is 41 units above floor target_z = sector.floor_height + 41 @renderer.set_z(target_z) end |
#valid_position?(x, y) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 107 def valid_position?(x, y) # Check if position is inside a valid sector sector = @map.sector_at(x, y) return false unless sector # Check floor height - can't walk into walls floor_height = sector.floor_height return false if floor_height > @renderer.player_z + 24 # Max step height # Check against blocking linedefs @map.linedefs.each do |linedef| next unless linedef_blocks?(linedef, x, y) return false end true end |