Module: Doom
- Defined in:
- lib/doom.rb,
lib/doom/version.rb,
lib/doom/map/data.rb,
lib/doom/wad/flat.rb,
lib/doom/game/menu.rb,
lib/doom/wad/patch.rb,
lib/doom/wad/sound.rb,
lib/doom/wad/reader.rb,
lib/doom/wad/sprite.rb,
lib/doom/game/combat.rb,
lib/doom/render/font.rb,
lib/doom/wad/palette.rb,
lib/doom/wad/texture.rb,
lib/doom/wad/colormap.rb,
lib/doom/wad_downloader.rb,
lib/doom/game/animations.rb,
lib/doom/game/monster_ai.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/screen_melt.rb,
lib/doom/game/sector_actions.rb,
lib/doom/game/sector_effects.rb,
lib/doom/platform/gosu_window.rb,
lib/doom/render/weapon_renderer.rb
Defined Under Namespace
Modules: Game, Map, Platform, Render, Wad Classes: Error, WadDownloader
Constant Summary collapse
- VERSION =
'0.8.0'
Class Method Summary collapse
Class Method Details
.run(wad_path, map_name: 'E1M1', rubykaigi: false) ⇒ Object
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# File 'lib/doom.rb', line 36 def run(wad_path, map_name: 'E1M1', rubykaigi: false) 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 raise Error, "PWAD requires a base IWAD (doom1.wad). Place it in the current directory or ~/.doom/" unless iwad_path 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!' player_start = 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...' renderer = Render::Renderer.new(wad, map, textures, palette, colormap, flats, sprites, animations) renderer.set_player(player_start.x, player_start.y, 41, player_start.angle) puts 'Setting up player state and HUD...' player_state = Game::PlayerState.new = Render::StatusBar.new(hud_graphics, player_state) weapon_renderer = Render::WeaponRenderer.new(hud_graphics, player_state) sound_mgr = Wad::SoundManager.new(wad) sound_engine = Game::SoundEngine.new(sound_mgr) sector_actions = Game::SectorActions.new(map, sound_engine) sector_effects = Game::SectorEffects.new(map) item_pickup = Game::ItemPickup.new(map, player_state) combat = Game::Combat.new(map, player_state, sprites, {}, sound_engine) monster_ai = Game::MonsterAI.new(map, combat, player_state, sprites, {}, sound_engine) doom_font = Render::Font.new(wad, hud_graphics) = Game::Menu.new(wad, hud_graphics, doom_font) # 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, map, player_state, , weapon_renderer, sector_actions, animations, sector_effects, item_pickup, combat, monster_ai, , sound_engine) window.show end |