Class: Doom::Game::PlayerState
- Inherits:
-
Object
- Object
- Doom::Game::PlayerState
- Defined in:
- lib/doom/game/player_state.rb
Overview
Tracks player state for HUD display and weapon rendering
Constant Summary collapse
- WEAPON_FIST =
Weapons
0- WEAPON_PISTOL =
1- WEAPON_SHOTGUN =
2- WEAPON_CHAINGUN =
3- WEAPON_ROCKET =
4- WEAPON_PLASMA =
5- WEAPON_BFG =
6- WEAPON_CHAINSAW =
7- WEAPON_NAMES =
Weapon symbols for graphics lookup
{ WEAPON_FIST => :fist, WEAPON_PISTOL => :pistol, WEAPON_SHOTGUN => :shotgun, WEAPON_CHAINGUN => :chaingun, WEAPON_ROCKET => :rocket, WEAPON_PLASMA => :plasma, WEAPON_BFG => :bfg, WEAPON_CHAINSAW => :chainsaw }.freeze
- ATTACK_DURATIONS =
Attack durations in tics (at 35fps), matching DOOM’s weapon state sequences
{ WEAPON_FIST => 14, # Punch windup + swing WEAPON_PISTOL => 16, # S_PISTOL: 6+4+5+1 tics WEAPON_SHOTGUN => 40, # Pump action cycle WEAPON_CHAINGUN => 8, # Rapid fire (2 shots per cycle) WEAPON_ROCKET => 20, # Rocket launch + recovery WEAPON_PLASMA => 8, # Fast energy weapon WEAPON_BFG => 60, # Long charge + fire WEAPON_CHAINSAW => 6 # Fast melee }.freeze
- VIEWHEIGHT =
Smooth step-up/down (matching Chocolate Doom’s P_CalcHeight / P_ZMovement)
41.0- VIEWHEIGHT_HALF =
VIEWHEIGHT / 2.0
- DELTA_ACCEL =
deltaviewheight += FRACUNIT/4 per tic
0.25
- MAXBOB =
View bob (camera bounce when walking, matching Chocolate Doom’s P_CalcHeight + P_XYMovement + P_Thrust from p_user.c / p_mobj.c)
16.0- STOPSPEED =
Maximum bob amplitude (0x100000 in fixed-point = 16 map units)
0.0625
- BOB_DECAY_RATE =
Continuous-time equivalents of DOOM’s per-tic constants (35 fps tic rate):
FRICTION = 0xE800/0x10000 = 0.90625 per tic decay_rate = -ln(0.90625) * 35 = 3.44/sec walk thrust = forwardmove(25) * 2048 / 65536 = 0.78 map units/tic = 27.3/sec terminal velocity = 27.3 / 3.44 = 7.56 -> bob = 7.56^2/4 = 14.3 (89% of MAXBOB) 3.44- BOB_THRUST =
Friction as continuous decay rate (1/sec)
26.0- BOB_FREQUENCY =
Walk thrust (map units/sec), gives terminal ~7.5
11.0- BOB_MOM_SCALE =
Compute view bob from actual movement momentum. Matches Chocolate Doom P_CalcHeight:
bob = (momx*momx + momy*momy) >> 2, capped at MAXBOB viewz += finesine[angle] * bob/2Momentum is in units/sec; DOOM’s bob uses units/tic (divide by 35).
1.0 / (35.0 * 35.0 * 4.0)
Instance Attribute Summary collapse
-
#ammo_bullets ⇒ Object
Returns the value of attribute ammo_bullets.
-
#ammo_cells ⇒ Object
Returns the value of attribute ammo_cells.
-
#ammo_rockets ⇒ Object
Returns the value of attribute ammo_rockets.
-
#ammo_shells ⇒ Object
Returns the value of attribute ammo_shells.
-
#armor ⇒ Object
Returns the value of attribute armor.
-
#attack_frame ⇒ Object
Returns the value of attribute attack_frame.
-
#attack_tics ⇒ Object
Returns the value of attribute attack_tics.
-
#attacking ⇒ Object
Returns the value of attribute attacking.
-
#bob_amount ⇒ Object
Returns the value of attribute bob_amount.
-
#bob_angle ⇒ Object
Returns the value of attribute bob_angle.
-
#deltaviewheight ⇒ Object
readonly
Returns the value of attribute deltaviewheight.
-
#has_weapons ⇒ Object
Returns the value of attribute has_weapons.
-
#health ⇒ Object
Returns the value of attribute health.
-
#is_moving ⇒ Object
Returns the value of attribute is_moving.
-
#keys ⇒ Object
Returns the value of attribute keys.
-
#max_armor ⇒ Object
Returns the value of attribute max_armor.
-
#max_bullets ⇒ Object
Returns the value of attribute max_bullets.
-
#max_cells ⇒ Object
Returns the value of attribute max_cells.
-
#max_health ⇒ Object
Returns the value of attribute max_health.
-
#max_rockets ⇒ Object
Returns the value of attribute max_rockets.
-
#max_shells ⇒ Object
Returns the value of attribute max_shells.
-
#view_bob_offset ⇒ Object
readonly
Bob cycle frequency (rad/sec): FINEANGLES/20 * 35 / 8192 * 2*PI.
-
#viewheight ⇒ Object
readonly
Returns the value of attribute viewheight.
-
#weapon ⇒ Object
Returns the value of attribute weapon.
Instance Method Summary collapse
- #can_attack? ⇒ Boolean
- #current_ammo ⇒ Object
- #health_level ⇒ Object
-
#initialize ⇒ PlayerState
constructor
A new instance of PlayerState.
- #max_ammo_for_weapon ⇒ Object
-
#notify_step(step_amount) ⇒ Object
Called when player moves onto a different floor height.
- #reset ⇒ Object
-
#set_movement_momentum(momx, momy) ⇒ Object
Set movement momentum directly (called from GosuWindow with actual movement momentum, which already has thrust + friction applied).
- #start_attack ⇒ Object
- #switch_weapon(weapon_num) ⇒ Object
- #update_attack ⇒ Object
- #update_bob(delta_time) ⇒ Object
- #update_view_bob(delta_time) ⇒ Object
-
#update_viewheight ⇒ Object
Gradually restore viewheight to VIEWHEIGHT (called each tic).
- #weapon_bob_x ⇒ Object
- #weapon_bob_y ⇒ Object
- #weapon_name ⇒ Object
Constructor Details
#initialize ⇒ PlayerState
70 71 72 |
# File 'lib/doom/game/player_state.rb', line 70 def initialize reset end |
Instance Attribute Details
#ammo_bullets ⇒ Object
Returns the value of attribute ammo_bullets.
42 43 44 |
# File 'lib/doom/game/player_state.rb', line 42 def ammo_bullets @ammo_bullets end |
#ammo_cells ⇒ Object
Returns the value of attribute ammo_cells.
42 43 44 |
# File 'lib/doom/game/player_state.rb', line 42 def ammo_cells @ammo_cells end |
#ammo_rockets ⇒ Object
Returns the value of attribute ammo_rockets.
42 43 44 |
# File 'lib/doom/game/player_state.rb', line 42 def ammo_rockets @ammo_rockets end |
#ammo_shells ⇒ Object
Returns the value of attribute ammo_shells.
42 43 44 |
# File 'lib/doom/game/player_state.rb', line 42 def ammo_shells @ammo_shells end |
#armor ⇒ Object
Returns the value of attribute armor.
41 42 43 |
# File 'lib/doom/game/player_state.rb', line 41 def armor @armor end |
#attack_frame ⇒ Object
Returns the value of attribute attack_frame.
46 47 48 |
# File 'lib/doom/game/player_state.rb', line 46 def attack_frame @attack_frame end |
#attack_tics ⇒ Object
Returns the value of attribute attack_tics.
46 47 48 |
# File 'lib/doom/game/player_state.rb', line 46 def attack_tics @attack_tics end |
#attacking ⇒ Object
Returns the value of attribute attacking.
46 47 48 |
# File 'lib/doom/game/player_state.rb', line 46 def attacking @attacking end |
#bob_amount ⇒ Object
Returns the value of attribute bob_amount.
47 48 49 |
# File 'lib/doom/game/player_state.rb', line 47 def bob_amount @bob_amount end |
#bob_angle ⇒ Object
Returns the value of attribute bob_angle.
47 48 49 |
# File 'lib/doom/game/player_state.rb', line 47 def bob_angle @bob_angle end |
#deltaviewheight ⇒ Object (readonly)
Returns the value of attribute deltaviewheight.
54 55 56 |
# File 'lib/doom/game/player_state.rb', line 54 def deltaviewheight @deltaviewheight end |
#has_weapons ⇒ Object
Returns the value of attribute has_weapons.
44 45 46 |
# File 'lib/doom/game/player_state.rb', line 44 def has_weapons @has_weapons end |
#health ⇒ Object
Returns the value of attribute health.
41 42 43 |
# File 'lib/doom/game/player_state.rb', line 41 def health @health end |
#is_moving ⇒ Object
Returns the value of attribute is_moving.
48 49 50 |
# File 'lib/doom/game/player_state.rb', line 48 def is_moving @is_moving end |
#keys ⇒ Object
Returns the value of attribute keys.
45 46 47 |
# File 'lib/doom/game/player_state.rb', line 45 def keys @keys end |
#max_armor ⇒ Object
Returns the value of attribute max_armor.
41 42 43 |
# File 'lib/doom/game/player_state.rb', line 41 def max_armor @max_armor end |
#max_bullets ⇒ Object
Returns the value of attribute max_bullets.
43 44 45 |
# File 'lib/doom/game/player_state.rb', line 43 def max_bullets @max_bullets end |
#max_cells ⇒ Object
Returns the value of attribute max_cells.
43 44 45 |
# File 'lib/doom/game/player_state.rb', line 43 def max_cells @max_cells end |
#max_health ⇒ Object
Returns the value of attribute max_health.
41 42 43 |
# File 'lib/doom/game/player_state.rb', line 41 def max_health @max_health end |
#max_rockets ⇒ Object
Returns the value of attribute max_rockets.
43 44 45 |
# File 'lib/doom/game/player_state.rb', line 43 def max_rockets @max_rockets end |
#max_shells ⇒ Object
Returns the value of attribute max_shells.
43 44 45 |
# File 'lib/doom/game/player_state.rb', line 43 def max_shells @max_shells end |
#view_bob_offset ⇒ Object (readonly)
Bob cycle frequency (rad/sec): FINEANGLES/20 * 35 / 8192 * 2*PI
68 69 70 |
# File 'lib/doom/game/player_state.rb', line 68 def view_bob_offset @view_bob_offset end |
#viewheight ⇒ Object (readonly)
Returns the value of attribute viewheight.
54 55 56 |
# File 'lib/doom/game/player_state.rb', line 54 def viewheight @viewheight end |
#weapon ⇒ Object
Returns the value of attribute weapon.
44 45 46 |
# File 'lib/doom/game/player_state.rb', line 44 def weapon @weapon end |
Instance Method Details
#can_attack? ⇒ Boolean
162 163 164 165 166 167 |
# File 'lib/doom/game/player_state.rb', line 162 def can_attack? return true if @weapon == WEAPON_FIST || @weapon == WEAPON_CHAINSAW ammo = current_ammo ammo && ammo > 0 end |
#current_ammo ⇒ Object
132 133 134 135 136 137 138 139 140 141 142 143 144 145 |
# File 'lib/doom/game/player_state.rb', line 132 def current_ammo case @weapon when WEAPON_PISTOL, WEAPON_CHAINGUN @ammo_bullets when WEAPON_SHOTGUN @ammo_shells when WEAPON_ROCKET @ammo_rockets when WEAPON_PLASMA, WEAPON_BFG @ammo_cells else nil # Fist/chainsaw don't use ammo end end |
#health_level ⇒ Object
293 294 295 296 297 298 299 300 301 302 |
# File 'lib/doom/game/player_state.rb', line 293 def health_level # 0 = dying, 4 = full health case @health when 80..200 then 4 when 60..79 then 3 when 40..59 then 2 when 20..39 then 1 else 0 end end |
#max_ammo_for_weapon ⇒ Object
147 148 149 150 151 152 153 154 155 156 157 158 159 160 |
# File 'lib/doom/game/player_state.rb', line 147 def max_ammo_for_weapon case @weapon when WEAPON_PISTOL, WEAPON_CHAINGUN @max_bullets when WEAPON_SHOTGUN @max_shells when WEAPON_ROCKET @max_rockets when WEAPON_PLASMA, WEAPON_BFG @max_cells else nil end end |
#notify_step(step_amount) ⇒ Object
Called when player moves onto a different floor height. Matches Chocolate Doom P_ZMovement: reduce viewheight by the step amount so the camera doesn’t snap, then let P_CalcHeight recover it smoothly.
228 229 230 231 232 |
# File 'lib/doom/game/player_state.rb', line 228 def notify_step(step_amount) return if step_amount == 0 @viewheight -= step_amount @deltaviewheight = (VIEWHEIGHT - @viewheight) / 8.0 end |
#reset ⇒ Object
74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 |
# File 'lib/doom/game/player_state.rb', line 74 def reset @health = 100 @armor = 0 @max_health = 100 @max_armor = 200 # Ammo @ammo_bullets = 50 @ammo_shells = 0 @ammo_rockets = 0 @ammo_cells = 0 @max_bullets = 200 @max_shells = 50 @max_rockets = 50 @max_cells = 300 # Start with fist and pistol @weapon = WEAPON_PISTOL @has_weapons = [true, true, false, false, false, false, false, false] # No keys @keys = { blue_card: false, yellow_card: false, red_card: false, blue_skull: false, yellow_skull: false, red_skull: false } # Attack state @attacking = false @attack_frame = 0 @attack_tics = 0 # Weapon bob @bob_angle = 0.0 @bob_amount = 0.0 @is_moving = false # Smooth step height (P_CalcHeight viewheight/deltaviewheight) @viewheight = VIEWHEIGHT @deltaviewheight = 0.0 # View bob (camera bounce) - simulated momentum for P_CalcHeight @view_bob_offset = 0.0 @momx = 0.0 # Simulated X momentum (map units/sec, not actual movement) @momy = 0.0 # Simulated Y momentum @thrust_x = 0.0 # Per-frame thrust input (raw, before normalization) @thrust_y = 0.0 @view_bob_angle = 0.0 end |
#set_movement_momentum(momx, momy) ⇒ Object
Set movement momentum directly (called from GosuWindow with actual movement momentum, which already has thrust + friction applied).
259 260 261 262 |
# File 'lib/doom/game/player_state.rb', line 259 def set_movement_momentum(momx, momy) @momx = momx @momy = momy end |
#start_attack ⇒ Object
169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 |
# File 'lib/doom/game/player_state.rb', line 169 def start_attack return unless can_attack? return if @attacking @attacking = true @attack_frame = 0 @attack_tics = 0 # Consume ammo case @weapon when WEAPON_PISTOL @ammo_bullets -= 1 if @ammo_bullets > 0 when WEAPON_SHOTGUN @ammo_shells -= 1 if @ammo_shells > 0 when WEAPON_CHAINGUN @ammo_bullets -= 1 if @ammo_bullets > 0 when WEAPON_ROCKET @ammo_rockets -= 1 if @ammo_rockets > 0 when WEAPON_PLASMA @ammo_cells -= 1 if @ammo_cells > 0 when WEAPON_BFG @ammo_cells -= 40 if @ammo_cells >= 40 end end |
#switch_weapon(weapon_num) ⇒ Object
304 305 306 307 308 309 310 |
# File 'lib/doom/game/player_state.rb', line 304 def switch_weapon(weapon_num) return unless weapon_num >= 0 && weapon_num < 8 return unless @has_weapons[weapon_num] return if @attacking @weapon = weapon_num end |
#update_attack ⇒ Object
194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 |
# File 'lib/doom/game/player_state.rb', line 194 def update_attack return unless @attacking @attack_tics += 1 # Calculate which frame we're on based on tics duration = ATTACK_DURATIONS[@weapon] || 8 frame_count = @weapon == WEAPON_FIST ? 3 : 4 tics_per_frame = duration / frame_count @attack_frame = (@attack_tics / tics_per_frame).to_i # Attack finished? if @attack_tics >= duration @attacking = false @attack_frame = 0 @attack_tics = 0 end end |
#update_bob(delta_time) ⇒ Object
214 215 216 217 218 219 220 221 222 223 |
# File 'lib/doom/game/player_state.rb', line 214 def update_bob(delta_time) if @is_moving # Increase bob while moving @bob_angle += delta_time * 10.0 @bob_amount = [@bob_amount + delta_time * 16.0, 6.0].min else # Decay bob when stopped @bob_amount = [@bob_amount - delta_time * 12.0, 0.0].max end end |
#update_view_bob(delta_time) ⇒ Object
271 272 273 274 275 276 277 278 279 280 281 282 283 |
# File 'lib/doom/game/player_state.rb', line 271 def update_view_bob(delta_time) dt = delta_time.clamp(0.001, 0.05) # P_CalcHeight: bob = (momx_per_tic^2 + momy_per_tic^2) / 4, capped at MAXBOB bob = (@momx * @momx + @momy * @momy) * BOB_MOM_SCALE bob = MAXBOB if bob > MAXBOB # Advance bob sine wave (FINEANGLES/20 per tic = ~11 rad/sec) @view_bob_angle += BOB_FREQUENCY * dt # viewz offset: sin(angle) * bob/2 @view_bob_offset = Math.sin(@view_bob_angle) * bob / 2.0 end |
#update_viewheight ⇒ Object
Gradually restore viewheight to VIEWHEIGHT (called each tic). Matches Chocolate Doom P_CalcHeight viewheight recovery loop. For step-up: viewheight < 41, delta > 0, accelerates upward. For step-down: viewheight > 41, delta < 0, decelerates then recovers.
238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 |
# File 'lib/doom/game/player_state.rb', line 238 def update_viewheight @viewheight += @deltaviewheight if @viewheight > VIEWHEIGHT && @deltaviewheight >= 0 @viewheight = VIEWHEIGHT @deltaviewheight = 0.0 end if @viewheight < VIEWHEIGHT_HALF @viewheight = VIEWHEIGHT_HALF @deltaviewheight = 1.0 if @deltaviewheight <= 0 end if @deltaviewheight != 0 @deltaviewheight += DELTA_ACCEL @deltaviewheight = 0.0 if @deltaviewheight.abs < 0.01 && (@viewheight - VIEWHEIGHT).abs < 0.5 end end |
#weapon_bob_x ⇒ Object
285 286 287 |
# File 'lib/doom/game/player_state.rb', line 285 def weapon_bob_x Math.cos(@bob_angle) * @bob_amount end |
#weapon_bob_y ⇒ Object
289 290 291 |
# File 'lib/doom/game/player_state.rb', line 289 def weapon_bob_y Math.sin(@bob_angle * 2) * @bob_amount * 0.5 end |
#weapon_name ⇒ Object
128 129 130 |
# File 'lib/doom/game/player_state.rb', line 128 def weapon_name WEAPON_NAMES[@weapon] end |