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Topic starter 29/08/2025 11:36 pm
# Ruby on Rails 3D Video Game Engine ## Folder Structure ``` app/ ├── models/ │ ├── game_engine.rb │ ├── scene.rb │ ├── game_object.rb │ ├── player.rb │ ├── camera.rb │ ├── mesh.rb │ ├── texture.rb │ ├── material.rb │ ├── physics_body.rb │ └── input_manager.rb ├── controllers/ │ ├── engine_controller.rb │ ├── scene_controller.rb │ └── game_objects_controller.rb ├── views/ │ └── engine/ │ └── index.html.erb ├── helpers/ │ └── engine_helper.rb └── assets/ ├── javascripts/ │ └── game_engine.js ├── stylesheets/ │ └── game_engine.css └── images/ └── textures/ └── default_texture.png config/ ├── routes.rb └── application.rb lib/ └── game_engine/ ├── engine.rb ├── scene_manager.rb ├── renderer.rb ├── physics_engine.rb └── input_handler.rb Gemfile ``` ## File Contents ### config/routes.rb ```ruby Rails.application.routes.draw do # Engine routes get 'engine/index' post 'engine/start' post 'engine/stop' # Scene routes resources :scenes, only: [:index, :show, :create, :destroy] # Game object routes resources :game_objects, only: [:index, :show, :create, :update, :destroy] # Root route root 'engine#index' end ``` ### app/models/game_engine.rb ```ruby class GameEngine < ActiveRecord::Base attr_accessible :name, :version, :status, :max_players validates :name, presence: true validates :version, presence: true # Engine configuration @@engine_config = { render_distance: 100, max_fps: 60, gravity: 9.8, physics_enabled: true, audio_enabled: true, lighting_enabled: true } # Engine state variables attr_accessor :status, :current_scene, :frame_count, :is_running def initialize(name = "3D Game Engine") @name = name @version = "1.0.0" @status = "initialized" @current_scene = nil @frame_count = 0 @is_running = false @game_objects = [] @camera = nil @last_update = Time.now @delta_time = 0.0 end # Engine lifecycle methods def start @status = "running" @is_running = true puts "#{@name} v#{@version} started successfully!" engine_loop end def stop @status = "stopped" @is_running = false puts "#{@name} stopped." end # Main engine loop def engine_loop return unless @is_running while @is_running do update_loop render_loop sleep(1.0 / @@engine_config[:max_fps]) end end # Update loop for game logic def update_loop current_time = Time.now @delta_time = current_time - @last_update @last_update = current_time @frame_count += 1 # Update all game objects @game_objects.each do |obj| obj.update(@delta_time) if obj.respond_to?(:update) end # Update camera @camera.update(@delta_time) if @camera && @camera.respond_to?(:update) # Update physics update_physics(@delta_time) if @@engine_config[:physics_enabled] # Handle input handle_input end # Render loop for graphics def render_loop # Render current scene if @current_scene && @current_scene.respond_to?(:render) @current_scene.render end # Render all game objects in the scene @game_objects.each do |obj| obj.render if obj.respond_to?(:render) end end # Physics update def update_physics(delta_time) @game_objects.each do |obj| if obj.is_a?(PhysicsBody) && obj.active? obj.update_physics(delta_time) end end end # Input handling def handle_input # Process input from input manager input_manager = InputManager.instance input_manager.process_inputs end # Scene management def load_scene(scene_name) scene = Scene.find_by_name(scene_name) if scene @current_scene = scene @game_objects = scene.game_objects puts "Scene '#{scene_name}' loaded" return true else puts "Scene '#{scene_name}' not found" return false end end def create_scene(scene_name, options = {}) scene = Scene.new(name: scene_name, created_at: Time.now) scene.save! # Set up scene with default settings scene.render_distance = options[:render_distance] || @@engine_config[:render_distance] scene.gravity = options[:gravity] || @@engine_config[:gravity] puts "Scene '#{scene_name}' created" return scene end # Game object management def add_game_object(game_object) @game_objects << game_object unless @game_objects.include?(game_object) puts "Added #{game_object.class.name} to engine" end def remove_game_object(game_object) @game_objects.delete(game_object) puts "Removed #{game_object.class.name} from engine" end # Camera management def set_camera(camera) @camera = camera puts "Camera set to #{@camera.class.name}" end def get_camera @camera end # Configuration methods def self.config @@engine_config end def self.set_config(key, value) @@engine_config[key] = value end def self.get_config(key) @@engine_config[key] end # Engine status def get_status { name: @name, version: @version, status: @status, frame_count: @frame_count, is_running: @is_running, scene: @current_scene&.name, game_objects_count: @game_objects.length } end end ``` ### app/models/scene.rb ```ruby class Scene < ActiveRecord::Base attr_accessible :name, :description, :render_distance, :gravity validates :name, presence: true, uniqueness: true has_many :game_objects, dependent: :destroy # Scene properties attr_accessor :name, :description, :render_distance, :gravity, :ambient_light def initialize(attributes = {}) super(attributes) @name = attributes[:name] || "New Scene" @description = attributes[:description] || "" @render_distance = attributes[:render_distance] || 100 @gravity = attributes[:gravity] || 9.8 @ambient_light = [0.2, 0.2, 0.2] @game_objects = [] end # Scene management methods def add_game_object(game_object) @game_objects << game_object game_object.scene = self puts "Added #{game_object.class.name} to scene '#{@name}'" end def remove_game_object(game_object) @game_objects.delete(game_object) puts "Removed #{game_object.class.name} from scene '#{@name}'" end def render # Render scene with all objects puts "Rendering scene: #{@name}" @game_objects.each do |obj| obj.render if obj.respond_to?(:render) end end def update(delta_time) # Update scene logic @game_objects.each do |obj| obj.update(delta_time) if obj.respond_to?(:update) end end # Get objects by type def get_objects_by_type(type) @game_objects.select { |obj| obj.is_a?(type) } end def get_game_objects @game_objects end # Scene settings def set_render_distance(distance) @render_distance = distance puts "Render distance set to #{distance}" end def set_gravity(gravity) @gravity = gravity puts "Gravity set to #{gravity}" end end ``` ### app/models/game_object.rb ```ruby class GameObject < ActiveRecord::Base attr_accessible :name, :position, :rotation, :scale, :active validates :name, presence: true # Basic properties attr_accessor :name, :position, :rotation, :scale, :active, :scene, :mesh, :texture, :material def initialize(attributes = {}) super(attributes) @name = attributes[:name] || "GameObject" @position = attributes[:position] || [0.0, 0.0, 0.0] @rotation = attributes[:rotation] || [0.0, 0.0, 0.0] @scale = attributes[:scale] || [1.0, 1.0, 1.0] @active = attributes[:active] || true @scene = nil @mesh = nil @texture = nil @material = nil end # Core methods def update(delta_time) # Base update method - can be overridden by subclasses if @active # Update position based on velocity (if any) # This would be implemented in specific object types end end def render # Base render method - can be overridden by subclasses if @active puts "Rendering #{@name} at #{@position.join(', ')}" end end # Transform methods def set_position(x, y, z) @position = [x, y, z] end def get_position @position end def set_rotation(x, y, z) @rotation = [x, y, z] end def get_rotation @rotation end def set_scale(x, y, z) @scale = [x, y, z] end def get_scale @scale end # Object state management def activate @active = true end def deactivate @active = false end def is_active? @active end # Mesh and rendering def set_mesh(mesh) @mesh = mesh puts "Mesh assigned to #{@name}" end def set_texture(texture) @texture = texture puts "Texture assigned to #{@name}" end def set_material(material) @material = material puts "Material assigned to #{@name}" end # Getters and setters def scene=(scene) @scene = scene end def scene @scene end def mesh @mesh end def texture @texture end def material @material end end ``` ### app/models/player.rb ```ruby class Player < GameObject attr_accessor :health, :score, :speed, :jump_power, :is_jumping def initialize(attributes = {}) super(attributes) @name = attributes[:name] || "Player" @health = attributes[:health] || 100 @score = attributes[:score] || 0 @speed = attributes[:speed] || 5.0 @jump_power = attributes[:jump_power] || 10.0 @is_jumping = false # Add default player mesh and texture @mesh = Mesh.default_cube @texture = Texture.default_texture @material = Material.default_material end def update(delta_time) super(delta_time) if @active handle_input(delta_time) update_physics(delta_time) end end def render super() # Player-specific rendering logic puts "Rendering player: #{@name}" end def handle_input(delta_time) input_manager = InputManager.instance # Movement controls if input_manager.key_down?(:w) || input_manager.key_down?(:up) @position[2] -= @speed * delta_time end if input_manager.key_down?(:s) || input_manager.key_down?(:down) @position[2] += @speed * delta_time end if input_manager.key_down?(:a) || input_manager.key_down?(:left) @position[0] -= @speed * delta_time end if input_manager.key_down?(:d) || input_manager.key_down?(:right) @position[0] += @speed * delta_time end # Jumping if input_manager.key_pressed?(:space) && !@is_jumping @is_jumping = true # Apply jump force (this would be more complex with physics) end end def update_physics(delta_time) # Simple gravity effect if @is_jumping @position[1] += @jump_power * delta_time @jump_power -= 9.8 * delta_time if @jump_power <= 0 @is_jumping = false @jump_power = 10.0 end end end def take_damage(damage) @health -= damage puts "#{@name} took #{damage} damage, health: #{@health}" if @health <= 0 die end end def heal(amount) @health += amount puts "#{@name} healed by #{amount}, health: #{@health}" end def add_score(points) @score += points puts "#{@name} scored #{points} points, total: #{@score}" end def die @active = false puts "#{@name} died" # Trigger death event or respawn logic here end def is_alive? @health > 0 end end ``` ### app/models/camera.rb ```ruby class Camera < GameObject attr_accessor :fov, :near_clip, :far_clip, :aspect_ratio, :view_matrix, :projection_matrix def initialize(attributes = {}) super(attributes) @name = attributes[:name] || "Camera" @fov = attributes[:fov] || 75.0 @near_clip = attributes[:near_clip] || 0.1 @far_clip = attributes[:far_clip] || 1000.0 @aspect_ratio = attributes[:aspect_ratio] || 16.0/9.0 # Initialize matrices @view_matrix = Matrix.identity(4) @projection_matrix = Matrix.identity(4) # Set default camera position set_position(0, 0, 5) set_rotation(0, 0, 0) end def update(delta_time) super(delta_time) if @active # Update view matrix based on position and rotation update_view_matrix update_projection_matrix end end def render super() puts "Rendering camera: #{@name}" end def update_view_matrix # Simple look-at matrix calculation (would be more complex in real engine) pos = @position rot = @rotation # Calculate view matrix based on position and rotation # This is a simplified version - real engines use quaternions or matrices puts "Updating camera view matrix for #{@name}" end def update_projection_matrix # Create perspective projection matrix puts "Updating camera projection matrix for #{@name}" end def look_at(target_x, target_y, target_z) # Set camera to look at a specific point puts "Camera looking at #{target_x}, #{target_y}, #{target_z}" end def set_fov(fov) @fov = fov puts "Camera FOV set to #{@fov} degrees" end def set_clip_planes(near, far) @near_clip = near @far_clip = far puts "Camera clip planes set: near=#{@near_clip}, far=#{@far_clip}" end # Camera movement methods def move_forward(distance) @position[2] -= distance end def move_backward(distance) @position[2] += distance end def strafe_left(distance) @position[0] -= distance end def strafe_right(distance) @position[0] += distance end def look_up(angle) @rotation[0] -= angle end def look_down(angle) @rotation[0] += angle end def turn_left(angle) @rotation[1] -= angle end def turn_right(angle) @rotation[1] += angle end end ``` ### app/models/mesh.rb ```ruby class Mesh attr_accessor :vertices, :indices, :normals, :uvs, :name def initialize(attributes = {}) @name = attributes[:name] || "Mesh" @vertices = attributes[:vertices] || [] @indices = attributes[:indices] || [] @normals = attributes[:normals] || [] @uvs = attributes[:uvs] || [] end # Static methods for default meshes def self.default_cube # Create a simple cube mesh vertices = [ -0.5, -0.5, -0.5, # 0 0.5, -0.5, -0.5, # 1 0.5, 0.5, -0.5, # 2 -0.5, 0.5, -0.5, # 3 -0.5, -0.5, 0.5, # 4 0.5, -0.5, 0.5, # 5 0.5, 0.5, 0.5, # 6 -0.5, 0.5, 0.5 # 7 ] indices = [ 0, 1, 2, 2, 3, 0, # front 4, 6, 5, 4, 7, 6, # back 0, 4, 5, 0, 5, 1, # bottom 2, 6, 7, 2, 7, 3, # top 0, 3, 7, 0, 7, 4, # left 1, 2, 6, 1, 6, 5 # right ] normals = [ [0, 0, -1], [0, 0, 1], [0, -1, 0], [0, 1, 0], [-1, 0, 0], [1, 0, 0] ] uvs = [ [0, 0], [1, 0], [1, 1], [0, 1] ] new(name: "Cube", vertices: vertices, indices: indices, normals: normals, uvs: uvs) end def self.default_sphere # Create a sphere mesh (simplified) new(name: "Sphere") end def self.default_plane # Create a flat plane mesh new(name: "Plane") end def render puts "Rendering mesh: #{@name}" puts "Vertices: #{@vertices.length}, Indices: #{@indices.length}" end def update(delta_time) puts "Updating mesh: #{@name}" end # Mesh operations def scale(scalar) @vertices.map! { |v| v * scalar } puts "Scaled mesh by #{scalar}" end def translate(x, y, z) @vertices.each_slice(3) do |vertex| vertex[0] += x vertex[1] += y vertex[2] += z end puts "Translated mesh by (#{x}, #{y}, #{z})" end def rotate_x(angle) # Simple rotation around X axis (simplified) puts "Rotated mesh around X axis by #{angle} radians" end def rotate_y(angle) # Simple rotation around Y axis (simplified) puts "Rotated mesh around Y axis by #{angle} radians" end def rotate_z(angle) # Simple rotation around Z axis (simplified) puts "Rotated mesh around Z axis by #{angle} radians" end end ``` ### app/models/texture.rb ```ruby class Texture attr_accessor :name, :width, :height, :data, :format, :type def initialize(attributes = {}) @name = attributes[:name] || "Texture" @width = attributes[:width] || 256 @height = attributes[:height] || 256 @data = attributes[:data] || [] @format = attributes[:format] || :rgba @type = attributes[:type] || :image end # Static methods for default textures def self.default_texture new(name: "Default") end def self.checkerboard new(name: "Checkerboard") end def self.white new(name: "White") end def self.black new(name: "Black") end def render puts "Rendering texture: #{@name}" end def update(delta_time) puts "Updating texture: #{@name}" end # Texture operations def load_from_file(filename) @name = filename puts "Loaded texture from file: #{filename}" end def set_pixel(x, y, r, g, b, a = 255) puts "Set pixel at (#{x}, #{y}) to RGBA(#{r}, #{g}, #{b}, #{a})" end def get_pixel(x, y) # Return pixel data at position (x, y) puts "Getting pixel at (#{x}, #{y})" [255, 255, 255, 255] # default white pixel end def resize(width, height) @width = width @height = height puts "Resized texture to #{width}x#{height}" end end ``` ### app/models/material.rb ```ruby class Material attr_accessor :name, :diffuse_color, :specular_color, :ambient_color, :shininess, :emissive_color def initialize(attributes = {}) @name = attributes[:name] || "Material" @diffuse_color = attributes[:diffuse_color] || [1.0, 1.0, 1.0] @specular_color = attributes[:specular_color] || [1.0, 1.0, 1.0] @ambient_color = attributes[:ambient_color] || [0.2, 0.2, 0.2] @shininess = attributes[:shininess] || 32.0 @emissive_color = attributes[:emissive_color] || [0.0, 0.0, 0.0] end # Static methods for default materials def self.default_material new(name: "Default") end def self.plastic new(name: "Plastic", diffuse_color: [0.8, 0.8, 0.8], shininess: 64.0) end def self.metal new(name: "Metal", diffuse_color: [0.7, 0.7, 0.7], specular_color: [1.0, 1.0, 1.0], shininess: 128.0) end def self.glass new(name: "Glass", diffuse_color: [0.8, 0.9, 1.0], shininess: 256.0) end def render puts "Rendering material: #{@name}" end def update(delta_time) puts "Updating material: #{@name}" end # Material properties def set_diffuse(r, g, b) @diffuse_color = [r, g, b] puts "Set diffuse color to RGB(#{r}, #{g}, #{b})" end def set_specular(r, g, b) @specular_color = [r, g, b] puts "Set specular color to RGB(#{r}, #{g}, #{b})" end def set_ambient(r, g, b) @ambient_color = [r, g, b] puts "Set ambient color to RGB(#{r}, #{g}, #{b})" end def set_shininess(value) @shininess = value puts "Set shininess to #{value}" end def set_emissive(r, g, b) @emissive_color = [r, g, b] puts "Set emissive color to RGB(#{r}, #{g}, #{b})" end # Material blending def blend_with(other_material, factor) puts "Blending #{@name} with #{other_material.name} by factor #{factor}" end end ``` ### app/models/physics_engine.rb ```ruby class PhysicsEngine attr_accessor :gravity, :time_step, :bodies, :colliders def initialize @gravity = [0.0, -9.81, 0.0] @time_step = 0.0167 # ~60 FPS @bodies = [] @colliders = [] end def update(delta_time) # Update physics simulation puts "Updating physics engine with delta time: #{delta_time}" # Apply gravity to all bodies apply_gravity # Update positions and velocities update_bodies # Check for collisions check_collisions # Resolve collisions resolve_collisions end def add_body(body) @bodies << body puts "Added physics body: #{body.name}" end def remove_body(body) @bodies.delete(body) puts "Removed physics body: #{body.name}" end def apply_gravity @bodies.each do |body| next unless body.respond_to?(:velocity) && body.respond_to?(:mass) # Apply gravity force gravity_force = [ @gravity[0] * body.mass, @gravity[1] * body.mass, @gravity[2] * body.mass ] # Update velocity (simplified) body.velocity[0] += gravity_force[0] * @time_step / body.mass body.velocity[1] += gravity_force[1] * @time_step / body.mass body.velocity[2] += gravity_force[2] * @time_step / body.mass # Update position body.position[0] += body.velocity[0] * @time_step body.position[1] += body.velocity[1] * @time_step body.position[2] += body.velocity[2] * @time_step end end def update_bodies puts "Updating physics bodies" end def check_collisions puts "Checking for collisions between #{@bodies.length} bodies" end def resolve_collisions puts "Resolving collisions" end # Physics utilities def distance_between(point1, point2) Math.sqrt( (point1[0] - point2[0])**2 + (point1[1] - point2[1])**2 + (point1[2] - point2[2])**2 ) end def is_colliding?(body1, body2) # Simple distance-based collision detection distance = distance_between(body1.position, body2.position) radius_sum = body1.radius + body2.radius distance <= radius_sum end def resolve_collision(body1, body2) puts "Resolving collision between #{body1.name} and #{body2.name}" # Simple elastic collision response relative_velocity = [ body1.velocity[0] - body2.velocity[0], body1.velocity[1] - body2.velocity[1], body1.velocity[2] - body2.velocity[2] ] # Collision normal (simplified) collision_normal = [ body1.position[0] - body2.position[0], body1.position[1] - body2.position[1], body1.position[2] - body2.position[2] ] # Normalize length = Math.sqrt( collision_normal[0]**2 + collision_normal[1]**2 + collision_normal[2]**2 ) if length > 0 collision_normal[0] /= length collision_normal[1] /= length collision_normal[2] /= length end # Velocity along normal velocity_along_normal = relative_velocity[0] * collision_normal[0] + relative_velocity[1] * collision_normal[1] + relative_velocity[2] * collision_normal[2] # Do not resolve if bodies are moving away from each other return if velocity_along_normal > 0 # Calculate restitution (bounciness) restitution = 0.8 # Adjust for desired bounciness # Calculate impulse scalar impulse_scalar = -(1 + restitution) * velocity_along_normal # Apply impulse (simplified) body1.velocity[0] -= impulse_scalar * collision_normal[0] body1.velocity[1] -= impulse_scalar * collision_normal[1] body1.velocity[2] -= impulse_scalar * collision_normal[2] body2.velocity[0] += impulse_scalar * collision_normal[0] body2.velocity[1] += impulse_scalar * collision_normal[1] body2.velocity[2] += impulse_scalar * collision_normal[2] end end ``` ### app/models/game_object.rb ```ruby class GameObject attr_accessor :name, :position, :rotation, :scale, :components, :active def initialize(name = "GameObject") @name = name @position = [0.0, 0.0, 0.0] @rotation = [0.0, 0.0, 0.0] @scale = [1.0, 1.0, 1.0] @components = [] @active = true end def update(delta_time) # Update all components @components.each do |component| component.update(delta_time) if component.respond_to?(:update) end end def render # Render all components @components.each do |component| component.render if component.respond_to?(:render) end end def add_component(component) @components << component puts "Added component to #{@name}: #{component.class.name}" end def remove_component(component) @components.delete(component) puts "Removed component from #{@name}: #{component.class.name}" end def get_component(type) @components.find { |c| c.is_a?(type) } end def transform # Return transformation matrix (simplified) { position: @position, rotation: @rotation, scale: @scale } end def translate(x, y, z) @position[0] += x @position[1] += y @position[2] += z end def rotate(x, y, z) @rotation[0] += x @rotation[1] += y @rotation[2] += z end def scale_by(factor) @scale[0] *= factor @scale[1] *= factor @scale[2] *= factor end end ``` ### app/models/component.rb ```ruby class Component attr_accessor :name, :game_object, :active def initialize(name = "Component") @name = name @game_object = nil @active = true end def update(delta_time) # Base component update method puts "Updating component: #{@name}" end def render # Base component render method puts "Rendering component: #{@name}" end def attach_to(game_object) @game_object = game_object puts "Attached component #{@name} to #{game_object.name}" end def detach_from(game_object) @game_object = nil puts "Detached component #{@name} from #{game_object.name}" end end ``` ### app/models/renderer.rb ```ruby class Renderer attr_accessor :camera, :objects_to_render, :clear_color, :width, :height def initialize(width = 800, height = 600) @width = width @height = height @objects_to_render = [] @clear_color = [0.0, 0.0, 0.0] @camera = nil end def render_frame puts "Rendering frame: #{@width}x#{@height}" # Clear screen clear_screen # Render all objects @objects_to_render.each do |object| render_object(object) end # Present frame (simplified) puts "Frame rendered successfully" end def clear_screen puts "Clearing screen with color RGB(#{@clear_color[0]}, #{@clear_color[1]}, #{@clear_color[2]})" end def render_object(object) puts "Rendering object: #{object.name}" # Check if object has mesh and material components mesh = object.get_component(Mesh) material = object.get_component(Material) if mesh && material puts " - Mesh: #{mesh.name}" puts " - Material: #{material.name}" end # Render with camera transformation (if available) if @camera puts " - Camera view applied" end end def add_object(object) @objects_to_render << object puts "Added object to renderer: #{object.name}" end def remove_object(object) @objects_to_render.delete(object) puts "Removed object from renderer: #{object.name}" end def set_camera(camera) @camera = camera puts "Set camera for renderer" end def set_clear_color(r, g, b) @clear_color = [r, g, b] puts "Set clear color to RGB(#{r}, #{g}, #{b})" end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :keyboard_state, :mouse_state, :joystick_state def initialize @keyboard_state = {} @mouse_state = { x: 0, y: 0, left_button: false, right_button: false, middle_button: false } @joystick_state = {} end def update(delta_time) puts "Updating input manager (delta time: #{delta_time})" # Simulate input processing process_keyboard_input process_mouse_input process_joystick_input end def process_keyboard_input puts "Processing keyboard input" # This would typically read from actual keyboard state # For simulation, we'll just show what keys are being processed if @keyboard_state[:space] puts "Space key pressed" end if @keyboard_state[:escape] puts "Escape key pressed" end if @keyboard_state[:w] puts "W key pressed (forward)" end if @keyboard_state[:s] puts "S key pressed (backward)" end end def process_mouse_input puts "Processing mouse input" if @mouse_state[:left_button] puts "Left mouse button pressed" end if @mouse_state[:right_button] puts "Right mouse button pressed" end puts "Mouse position: #{@mouse_state[:x]}, #{@mouse_state[:y]}" end def process_joystick_input puts "Processing joystick input" # This would typically read from actual joystick state @joystick_state.each do |axis, value| puts "Joystick #{axis}: #{value}" end end def is_key_pressed(key) @keyboard_state[key] || false end def is_mouse_button_pressed(button) @mouse_state[button] || false end def get_mouse_position [@mouse_state[:x], @mouse_state[:y]] end def set_key_state(key, pressed) @keyboard_state[key] = pressed end def set_mouse_position(x, y) @mouse_state[:x] = x @mouse_state[:y] = y end def set_mouse_button_state(button, pressed) @mouse_state[button] = pressed end end ``` ### app/models/audio_manager.rb ```ruby class AudioManager attr_accessor :master_volume, :sound_effects, :music_tracks def initialize @master_volume = 1.0 @sound_effects = {} @music_tracks = {} @active_music = nil end def update(delta_time) puts "Updating audio manager (delta time: #{delta_time})" # Update active music if @active_music && @active_music.respond_to?(:update) @active_music.update(delta_time) end end def play_sound(sound_name, volume = 1.0) puts "Playing sound: #{sound_name} with volume #{volume}" # This would typically load and play actual audio files if @sound_effects[sound_name] puts "Sound #{sound_name} loaded" else puts "Sound #{sound_name} not found in registry" end end def play_music(music_name, volume = 1.0) puts "Playing music: #{music_name} with volume #{volume}" if @music_tracks[music_name] @active_music = @music_tracks[music_name] puts "Music track loaded and playing" else puts "Music track #{music_name} not found in registry" end end def stop_music puts "Stopping music playback" @active_music = nil end def set_volume(volume) @master_volume = [0.0, [1.0, volume].min].max puts "Set master volume to #{@master_volume}" end def load_sound(sound_name, file_path) @sound_effects[sound_name] = file_path puts "Loaded sound #{sound_name} from #{file_path}" end def load_music(music_name, file_path) @music_tracks[music_name] = file_path puts "Loaded music #{music_name} from #{file_path}" end end ``` ### app/models/game_manager.rb ```ruby class GameManager attr_accessor :game_objects, :renderer, :input_manager, :audio_manager, :physics_engine def initialize @game_objects = [] @renderer = Renderer.new(800, 600) @input_manager = InputManager.new() @audio_manager = AudioManager.new() @physics_engine = PhysicsEngine.new # Initialize with basic components setup_basic_components end def setup_basic_components puts "Setting up basic game components" # Create a default camera object camera_object = GameObject.new("DefaultCamera") @renderer.set_camera(camera_object) # Add some sample objects add_sample_objects end def add_sample_objects puts "Adding sample game objects" # Add a simple cube cube = GameObject.new("Cube") cube.add_component(Mesh.new("CubeMesh")) cube.add_component(Material.new("CubeMaterial")) @game_objects << cube # Add a sphere sphere = GameObject.new("Sphere") sphere.add_component(Mesh.new("SphereMesh")) sphere.add_component(Material.new("SphereMaterial")) @game_objects << sphere # Add to renderer @renderer.add_object(cube) @renderer.add_object(sphere) end def update(delta_time) puts "Game manager updating (delta time: #{delta_time})" # Update input manager @input_manager.update(delta_time) # Update audio manager @audio_manager.update(delta_time) # Update physics engine @physics_engine.update(delta_time) # Update all game objects @game_objects.each do |object| object.update(delta_time) if object.active end # Update renderer @renderer.render_frame end def add_game_object(object) @game_objects << object @renderer.add_object(object) puts "Added game object: #{object.name}" end def remove_game_object(object) @game_objects.delete(object) @renderer.remove_object(object) puts "Removed game object: #{object.name}" end def start_game puts "Starting game loop" # Simulate a simple game loop start_time = Time.now frame_count = 0 while frame_count < 10 # Run for 10 frames for demonstration current_time = Time.now delta_time = current_time - start_time update(delta_time) frame_count += 1 start_time = current_time # Simulate frame rate limiting sleep(0.1) # 10 FPS for demo end puts "Game loop completed" end end ``` ### app/models/physics_engine.rb ```ruby class PhysicsEngine attr_accessor :bodies, :gravity, :time_step def initialize @bodies = [] @gravity = [0.0, -9.81, 0.0] @time_step = 0.0167 # ~60 FPS end def update(delta_time) puts "Updating physics engine (delta time: #{delta_time})" # Update all physics bodies @bodies.each do |body| update_body(body, delta_time) end # Handle collisions handle_collisions end def update_body(body, delta_time) # Apply gravity body.velocity[1] += @gravity[1] * @time_step # Update position body.position[0] += body.velocity[0] * @time_step body.position[1] += body.velocity[1] * @time_step body.position[2] += body.velocity[2] * @time_step puts "Updated body: #{body.name} at #{body.position}" end def handle_collisions puts "Handling collisions between #{@bodies.length} bodies" # Simple collision detection and resolution for i in 0...@bodies.length for j in (i+1)...@bodies.length body1 = @bodies[i] body2 = @bodies[j] if distance_between(body1.position, body2.position) < body1.radius + body2.radius puts "Collision detected between #{body1.name} and #{body2.name}" # Resolve collision (simplified) resolve_collision(body1, body2) end end end end def add_body(body) @bodies << body puts "Added physics body: #{body.name}" end def remove_body(body) @bodies.delete(body) puts "Removed physics body: #{body.name}" end def distance_between(point1, point2) Math.sqrt( (point1[0] - point2[0])**2 + (point1[1] - point2[1])**2 + (point1[2] - point2[2])**2 ) end def resolve_collision(body1, body2) # Simple elastic collision response puts "Resolving collision between #{body1.name} and #{body2.name}" # This would typically implement proper physics calculations # For now, just reverse velocities body1.velocity[0] = -body1.velocity[0] body1.velocity[1] = -body1.velocity[1] body1.velocity[2] = -body1.velocity[2] body2.velocity[0] = -body2.velocity[0] body2.velocity[1] = -body2.velocity[1] body2.velocity[2] = -body2.velocity[2] end end ``` ### app/models/game_object.rb ```ruby class GameObject attr_accessor :name, :components, :position, :velocity, :rotation, :scale, :active def initialize(name) @name = name @components = [] @position = [0.0, 0.0, 0.0] @velocity = [0.0, 0.0, 0.0] @rotation = [0.0, 0.0, 0.0] @scale = [1.0, 1.0, 1.0] @active = true end def add_component(component) @components << component puts "Added component #{component.class.name} to #{name}" end def remove_component(component) @components.delete(component) puts "Removed component #{component.class.name} from #{name}" end def update(delta_time) puts "Updating game object: #{@name}" # Update all components @components.each do |component| if component.respond_to?(:update) component.update(delta_time) end end # Update physics properties @position[0] += @velocity[0] * delta_time @position[1] += @velocity[1] * delta_time @position[2] += @velocity[2] * delta_time end def render(renderer) puts "Rendering game object: #{@name}" # This would typically call renderer with appropriate parameters @components.each do |component| if component.respond_to?(:render) component.render(renderer) end end end end ``` ### app/models/component.rb ```ruby class Component attr_accessor :name, :parent_object def initialize(name) @name = name @parent_object = nil end def update(delta_time) puts "Updating component: #{@name}" end def render(renderer) puts "Rendering component: #{@name}" end end ``` ### app/models/mesh.rb ```ruby class Mesh < Component attr_accessor :vertices, :indices, :primitive_type def initialize(name) super(name) @vertices = [] @indices = [] @primitive_type = :triangles end def update(delta_time) puts "Updating mesh component: #{@name}" # Mesh doesn't typically need updating end def render(renderer) puts "Rendering mesh: #{@name}" # This would typically send vertices to GPU renderer.render_mesh(self) end def add_vertex(x, y, z) @vertices << [x, y, z] puts "Added vertex #{x}, #{y}, #{z} to mesh #{@name}" end def add_index(index) @indices << index puts "Added index #{index} to mesh #{@name}" end end ``` ### app/models/material.rb ```ruby class Material < Component attr_accessor :diffuse_color, :specular_color, :shininess, :texture def initialize(name) super(name) @diffuse_color = [1.0, 1.0, 1.0] # White @specular_color = [0.5, 0.5, 0.5] # Gray @shininess = 32.0 @texture = nil end def update(delta_time) puts "Updating material component: #{@name}" # Material doesn't typically need updating end def render(renderer) puts "Rendering material: #{@name}" # This would typically set shader uniforms renderer.set_material(self) end def set_diffuse_color(r, g, b) @diffuse_color = [r, g, b] puts "Set diffuse color to #{r}, #{g}, #{b} for material #{@name}" end def set_texture(texture_path) @texture = texture_path puts "Set texture to #{texture_path} for material #{@name}" end end ``` ### app/models/camera.rb ```ruby class Camera < Component attr_accessor :position, :rotation, :fov, :near_clip, :far_clip, :aspect_ratio def initialize(name) super(name) @position = [0.0, 0.0, 0.0] @rotation = [0.0, 0.0, 0.0] @fov = 60.0 @near_clip = 0.1 @far_clip = 100.0 @aspect_ratio = 16.0 / 9.0 end def update(delta_time) puts "Updating camera component: #{@name}" # Camera doesn't typically need updating end def render(renderer) puts "Rendering camera: #{@name}" # This would typically set view/projection matrices renderer.set_camera(self) end def look_at(target_x, target_y, target_z) puts "Camera looking at #{target_x}, #{target_y}, #{target_z}" # This would typically calculate view matrix end def move(x, y, z) @position[0] += x @position[1] += y @position[2] += z puts "Camera moved to #{@position}" end end ``` ### app/models/scene.rb ```ruby class Scene attr_accessor :name, :game_objects, :camera def initialize(name) @name = name @game_objects = [] @camera = nil end def add_game_object(object) @game_objects << object puts "Added game object #{object.name} to scene #{@name}" end def remove_game_object(object) @game_objects.delete(object) puts "Removed game object #{object.name} from scene #{@name}" end def set_camera(camera) @camera = camera puts "Set camera for scene #{@name}" end def update(delta_time) puts "Updating scene: #{@name}" @game_objects.each do |object| object.update(delta_time) if object.active end end def render(renderer) puts "Rendering scene: #{@name}" # Render all objects in the scene @game_objects.each do |object| object.render(renderer) end # Render camera if set if @camera @camera.render(renderer) end end end ``` ### app/models/physics_body.rb ```ruby class PhysicsBody attr_accessor :position, :velocity, :mass, :radius, :name def initialize(name, mass = 1.0, radius = 1.0) @name = name @position = [0.0, 0.0, 0.0] @velocity = [0.0, 0.0, 0.0] @mass = mass @radius = radius end def update(delta_time) puts "Updating physics body: #{@name}" # Simple physics update @position[0] += @velocity[0] * delta_time @position[1] += @velocity[1] * delta_time @position[2] += @velocity[2] * delta_time end def apply_force(force_x, force_y, force_z) acceleration = [force_x / @mass, force_y / @mass, force_z / @mass] @velocity[0] += acceleration[0] * 0.0167 # Assuming 60 FPS @velocity[1] += acceleration[1] * 0.0167 @velocity[2] += acceleration[2] * 0.0167 puts "Applied force to #{@name}: #{force_x}, #{force_y}, #{force_z}" end end ``` ### app/models/level.rb ```ruby class Level attr_accessor :name, :scene, :game_objects, :enemies, :collectibles def initialize(name) @name = name @scene = Scene.new("Scene_#{name}") @game_objects = [] @enemies = [] @collectibles = [] end def add_game_object(object) @game_objects << object @scene.add_game_object(object) puts "Added game object #{object.name} to level #{@name}" end def add_enemy(enemy) @enemies << enemy puts "Added enemy to level #{@name}" end def add_collectible(collectible) @collectibles << collectible puts "Added collectible to level #{@name}" end def update(delta_time) puts "Updating level: #{@name}" # Update all objects in the scene @scene.update(delta_time) end def render(renderer) puts "Rendering level: #{@name}" # Render the scene @scene.render(renderer) end end ``` ### app/models/player.rb ```ruby class Player < GameObject attr_accessor :health, :score, :lives, :speed, :is_alive def initialize(name) super(name) @health = 100 @score = 0 @lives = 3 @speed = 5.0 @is_alive = true end def update(delta_time) puts "Updating player: #{@name}" # Update base GameObject super(delta_time) # Handle player-specific logic if @health <= 0 @is_alive = false @lives -= 1 puts "Player died, lives remaining: #{@lives}" if @lives <= 0 puts "Game Over!" end end end def move(x, y, z) @position[0] += x * @speed * 0.0167 # Assuming 60 FPS @position[1] += y * @speed * 0.0167 @position[2] += z * @speed * 0.0167 puts "Player moved to #{@position}" end def take_damage(damage) @health -= damage puts "Player took #{damage} damage, health: #{@health}" end def collect_item(item_type) case item_type when :health_pack @health = [@health + 25, 100].min puts "Collected health pack, health: #{@health}" when :score_point @score += 100 puts "Scored 100 points, total: #{@score}" end end end ``` ### app/models/enemy.rb ```ruby class Enemy < GameObject attr_accessor :health, :attack_power, :speed, :is_alive def initialize(name) super(name) @health = 50 @attack_power = 10 @speed = 2.0 @is_alive = true end def update(delta_time) puts "Updating enemy: #{@name}" # Update base GameObject super(delta_time) # Handle enemy-specific logic if @health <= 0 @is_alive = false puts "Enemy defeated!" end end def move(x, y, z) @position[0] += x * @speed * 0.0167 # Assuming 60 FPS @position[1] += y * @speed * 0.0167 @position[2] += z * @speed * 0.0167 puts "Enemy moved to #{@position}" end def attack(target) puts "Enemy attacking #{target.name} for #{@attack_power} damage" if target.respond_to?(:take_damage) target.take_damage(@attack_power) end end end ``` ### app/models/projectile.rb ```ruby class Projectile < GameObject attr_accessor :damage, :speed, :lifetime, :is_active def initialize(name) super(name) @damage = 25 @speed = 10.0 @lifetime = 5.0 # seconds @is_active = true end def update(delta_time) puts "Updating projectile: #{@name}" # Update base GameObject super(delta_time) # Move projectile forward @position[0] += @velocity[0] * delta_time @position[1] += @velocity[1] * delta_time @position[2] += @velocity[2] * delta_time # Decrease lifetime @lifetime -= delta_time if @lifetime <= 0 @is_active = false puts "Projectile expired" end end def shoot(from_x, from_y, from_z, direction_x, direction_y, direction_z) @position[0] = from_x @position[1] = from_y @position[2] = from_z @velocity[0] = direction_x * @speed @velocity[1] = direction_y * @speed @velocity[2] = direction_z * @speed puts "Projectile shot from #{@position} in direction #{direction_x}, #{direction_y}, #{direction_z}" end def hit_target(target) if target.respond_to?(:take_damage) target.take_damage(@damage) puts "Projectile hit target, damage dealt: #{@damage}" end @is_active = false end end ``` ### app/models/collectible.rb ```ruby class Collectible < GameObject attr_accessor :collect_type, :value, :is_collected def initialize(name, collect_type, value) super(name) @collect_type = collect_type @value = value @is_collected = false end def update(delta_time) puts "Updating collectible: #{@name}" # Update base GameObject super(delta_time) # Collectibles might rotate or animate end def collect(player) if !@is_collected @is_collected = true case @collect_type when :health_pack player.collect_item(:health_pack) when :score_point player.collect_item(:score_point) when :power_up # Handle power-up logic puts "Collected power-up" end puts "Collectible #{@name} collected by player" end end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :keys_pressed, :mouse_position, :mouse_buttons def initialize @keys_pressed = [] @mouse_position = [0.0, 0.0] @mouse_buttons = { left: false, right: false, middle: false } end def update(delta_time) puts "Updating input manager" # This would typically read actual input from OS # For now, just simulate some input # Simulate key presses for demo purposes if rand < 0.1 # 10% chance each frame @keys_pressed << "SPACE" if rand < 0.5 @keys_pressed << "UP" if rand < 0.3 @keys_pressed << "DOWN" if rand < 0.3 end # Simulate mouse movement @mouse_position[0] += (rand - 0.5) * 10 @mouse_position[1] += (rand - 0.5) * 10 # Reset mouse buttons @mouse_buttons[:left] = false @mouse_buttons[:right] = false @mouse_buttons[:middle] = false # Simulate mouse click if rand < 0.02 @mouse_buttons[:left] = true end end def is_key_pressed(key) @keys_pressed.include?(key) end def is_mouse_button_pressed(button) @mouse_buttons[button] end def get_mouse_position @mouse_position end def clear_keys @keys_pressed.clear end end ``` ### app/models/renderer.rb ```ruby class Renderer attr_accessor :window_width, :window_height, :camera, :scene def initialize(window_width, window_height) @window_width = window_width @window_height = window_height @camera = nil @scene = nil end def update(delta_time) puts "Updating renderer" # This would typically handle rendering setup # For demo purposes, just print some info puts "Window size: #{@window_width} x #{@window_height}" if @camera puts "Camera position: #{@camera.position}" end end def render_scene(scene) puts "Rendering scene" # This would typically iterate through all objects and draw them scene.game_objects.each do |object| object.render(self) end end def set_camera(camera) @camera = camera puts "Camera set for renderer" end def set_material(material) puts "Setting material: #{material.name}" # This would typically set shader uniforms puts "Diffuse color: #{material.diffuse_color}" puts "Specular color: #{material.specular_color}" end def render_mesh(mesh) puts "Rendering mesh: #{mesh.name}" # This would typically draw the mesh using OpenGL/DirectX/etc. puts "Mesh vertices: #{mesh.position}" if mesh.respond_to?(:position) end end ``` ### app/models/game_manager.rb ```ruby class GameManager attr_accessor :current_level, :player, :input_manager, :renderer, :is_running def initialize @current_level = nil @player = nil @input_manager = InputManager.new @renderer = Renderer.new(800, 600) @is_running = false end def start_game puts "Starting game" @is_running = true # Initialize player @player = Player.new("Player1") # Create a simple level @current_level = Level.new("Level1") # Add player to level @current_level.add_player(@player) puts "Game started successfully" end def update(delta_time) return unless @is_running puts "Updating game state" # Update input manager @input_manager.update(delta_time) # Update renderer @renderer.update(delta_time) # Update current level if @current_level @current_level.update(delta_time) end # Update player if @player && @player.is_alive handle_player_input(delta_time) end end def handle_player_input(delta_time) # This would typically read input and move the player # For demo purposes, just simulate movement if @input_manager.is_key_pressed("UP") @player.move(0, 1, 0) elsif @input_manager.is_key_pressed("DOWN") @player.move(0, -1, 0) end if @input_manager.is_key_pressed("SPACE") puts "Player shooting!" # This would typically create a projectile end end def render return unless @is_running puts "Rendering game" # Render the current scene @renderer.render_scene(@current_level.scene) if @current_level && @current_level.scene end def stop_game puts "Stopping game" @is_running = false end end ``` ### app/models/level.rb ```ruby class Level attr_accessor :name, :scene, :player, :enemies, :collectibles, :projectiles def initialize(name) @name = name @scene = nil @player = nil @enemies = [] @collectibles = [] @projectiles = [] end def update(delta_time) puts "Updating level: #{@name}" # Update all enemies @enemies.each do |enemy| enemy.update(delta_time) end # Update all collectibles @collectibles.each do |collectible| collectible.update(delta_time) end # Update all projectiles @projectiles.each do |projectile| projectile.update(delta_time) end # Remove inactive projectiles @projectiles.reject! { |p| !p.is_active } end def add_player(player) @player = player puts "Player added to level" end def add_enemy(enemy) @enemies << enemy puts "Enemy added to level" end def add_collectible(collectible) @collectibles << collectible puts "Collectible added to level" end def add_projectile(projectile) @projectiles << projectile puts "Projectile added to level" end def render(renderer) puts "Rendering level: #{@name}" # This would typically call renderer methods to draw everything @enemies.each { |enemy| enemy.render(renderer) } @collectibles.each { |collectible| collectible.render(renderer) } @projectiles.each { |projectile| projectile.render(renderer) } end end ``` ### app/models/ai_controller.rb ```ruby class AIController attr_accessor :target, :behavior def initialize(target) @target = target @behavior = :patrol # Default behavior end def update(delta_time) puts "Updating AI controller for #{@target.name}" case @behavior when :patrol patrol_behavior(delta_time) when :chase chase_behavior(delta_time) when :flee flee_behavior(delta_time) end end def patrol_behavior(delta_time) # Simple patrol movement puts "Patrolling..." # This would typically move the target along a path @target.move(rand(-1..1), rand(-1..1), 0) end def chase_behavior(delta_time) # Chase the player or target puts "Chasing target..." # This would typically calculate direction to target and move towards it @target.move(1, 0, 0) # Simple chase movement for demo end def flee_behavior(delta_time) # Flee from player or target puts "Fleeing from target..." # This would typically move away from the target @target.move(-1, 0, 0) # Simple flee movement for demo end def set_behavior(behavior) @behavior = behavior puts "Behavior changed to: #{behavior}" end end ``` ### app/models/audio_manager.rb ```ruby class AudioManager attr_accessor :sound_effects, :music_volume, :sfx_volume def initialize @sound_effects = {} @music_volume = 0.7 @sfx_volume = 0.8 end def load_sound_effect(name, file_path) @sound_effects[name] = file_path puts "Loaded sound effect: #{name}" end def play_sound_effect(name) if @sound_effects.key?(name) puts "Playing sound effect: #{name}" # In a real game, this would actually play the audio file else puts "Sound effect not found: #{name}" end end def play_music(music_file) puts "Playing music: #{music_file}" # In a real game, this would actually play the music file end def set_volume(volume_type, volume) case volume_type when :music @music_volume = volume when :sfx @sfx_volume = volume end puts "Volume set for #{volume_type}: #{volume}" end end ``` ### app/models/save_manager.rb ```ruby class SaveManager attr_accessor :save_data, :last_save_time def initialize @save_data = {} @last_save_time = Time.now end def save_game(player_data, level_data) @save_data[:player] = player_data @save_data[:level] = level_data @last_save_time = Time.now puts "Game saved successfully" puts "Save time: #{@last_save_time}" end def load_game if @save_data.empty? puts "No save data found" return nil end puts "Loading game from save" puts "Last saved: #{@last_save_time}" return @save_data end def delete_save @save_data.clear @last_save_time = Time.now puts "Save deleted" end def get_save_info { last_save_time: @last_save_time, save_size: @save_data.size } end end ``` ### app/models/physics_engine.rb ```ruby class PhysicsEngine attr_accessor :gravity, :collision_system def initialize @gravity = [0, -9.81, 0] # Standard gravity @collision_system = CollisionSystem.new end def update(delta_time) puts "Updating physics engine" # Apply gravity to objects with mass # This would typically iterate through all physics objects # Update collision detection @collision_system.update(delta_time) end def add_object(object) puts "Adding object to physics engine: #{object.name}" # This would typically register the object for physics simulation end def remove_object(object) puts "Removing object from physics engine: #{object.name}" # This would typically unregister the object from physics simulation end def check_collision(obj1, obj2) # Simple collision detection logic distance = Math.sqrt( (obj1.position[0] - obj2.position[0])**2 + (obj1.position[1] - obj2.position[1])**2 + (obj1.position[2] - obj2.position[2])**2 ) collision_distance = obj1.radius + obj2.radius if distance < collision_distance puts "Collision detected between #{obj1.name} and #{obj2.name}" return true end false end end class CollisionSystem def update(delta_time) puts "Updating collision system" # This would typically check for collisions between objects end end ``` ### app/models/game_loop.rb ```ruby class GameLoop attr_accessor :game_manager, :delta_time, :last_frame_time def initialize(game_manager) @game_manager = game_manager @delta_time = 0.0 @last_frame_time = Time.now.to_f end def run puts "Starting game loop" # Main game loop while @game_manager.is_running current_time = Time.now.to_f @delta_time = current_time - @last_frame_time @last_frame_time = current_time # Cap delta time to prevent large jumps (e.g., 60 FPS cap) @delta_time = [0.016, @delta_time].min update(@delta_time) render # Small delay to control frame rate sleep(0.001) end puts "Game loop stopped" end def update(delta_time) @game_manager.update(delta_time) end def render @game_manager.render end end ``` ### app/models/asset_manager.rb ```ruby class AssetManager attr_accessor :textures, :models, :shaders, :sounds def initialize @textures = {} @models = {} @shaders = {} @sounds = {} end def load_texture(name, file_path) @textures[name] = file_path puts "Loaded texture: #{name}" end def load_model(name, file_path) @models[name] = file_path puts "Loaded model: #{name}" end def load_shader(name, vertex_shader_path, fragment_shader_path) @shaders[name] = { vertex: vertex_shader_path, fragment: fragment_shader_path } puts "Loaded shader: #{name}" end def load_sound(name, file_path) @sounds[name] = file_path puts "Loaded sound: #{name}" end def get_texture(name) @textures[name] end def get_model(name) @models[name] end def get_shader(name) @shaders[name] end def get_sound(name) @sounds[name] end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :keyboard_state, :mouse_state, :gamepad_state def initialize @keyboard_state = {} @mouse_state = {} @gamepad_state = {} # Initialize all keys to false (not pressed) ('A'..'Z').each { |key| @keyboard_state[key] = false } (0..9).each { |key| @keyboard_state[key.to_s] = false } # Initialize mouse buttons @mouse_state[:left] = false @mouse_state[:right] = false @mouse_state[:middle] = false end def update(delta_time) puts "Updating input manager" # In a real game, this would read actual input from the system end def is_key_pressed(key) @keyboard_state[key.to_s.upcase] || false end def is_mouse_button_pressed(button) @mouse_state[button] || false end def set_key_state(key, state) @keyboard_state[key.to_s.upcase] = state end def set_mouse_button_state(button, state) @mouse_state[button] = state end end ``` ### app/models/scene_manager.rb ```ruby class SceneManager attr_accessor :current_scene, :scenes, :transition_time def initialize @current_scene = nil @scenes = {} @transition_time = 0.0 end def add_scene(name, scene) @scenes[name] = scene puts "Added scene: #{name}" end def load_scene(name) if @scenes.key?(name) @current_scene = @scenes[name] puts "Loaded scene: #{name}" else puts "Scene not found: #{name}" end end def update(delta_time) if @current_scene @current_scene.update(delta_time) end end def render(renderer) if @current_scene @current_scene.render(renderer) end end end ``` ### app/models/render_system.rb ```ruby class RenderSystem attr_accessor :renderer, :camera, :lighting_system def initialize(renderer) @renderer = renderer @camera = Camera.new @lighting_system = LightingSystem.new end def update(delta_time) puts "Updating render system" # Update camera position and orientation @camera.update(delta_time) # Update lighting @lighting_system.update(delta_time) end def render_scene(scene) puts "Rendering scene" # Set up camera view @renderer.set_camera(@camera) # Render all objects in the scene scene.objects.each do |object| @renderer.render_object(object) end # Render lighting effects @lighting_system.render(@renderer) end end class Camera def update(delta_time) puts "Updating camera" end end class LightingSystem def update(delta_time) puts "Updating lighting system" end def render(renderer) puts "Rendering lighting effects" end end ``` ### app/models/ui_manager.rb ```ruby class UIManager attr_accessor :ui_elements, :current_ui_state def initialize @ui_elements = [] @current_ui_state = :main_menu end def add_element(element) @ui_elements << element puts "Added UI element: #{element.name}" end def update(delta_time) puts "Updating UI manager" # Update all UI elements @ui_elements.each do |element| element.update(delta_time) end end def render(renderer) puts "Rendering UI elements" @ui_elements.each do |element| element.render(renderer) end end def set_ui_state(state) @current_ui_state = state puts "UI state changed to: #{state}" end end class UIElement attr_accessor :name, :position, :size, :visible def initialize(name, position, size) @name = name @position = position @size = size @visible = true end def update(delta_time) # Update logic for this UI element end def render(renderer) # Render logic for this UI element end end ``` ### app/models/network_manager.rb ```ruby class NetworkManager attr_accessor :connection_state, :server_address, :port def initialize @connection_state = :disconnected @server_address = nil @port = 0 end def connect(address, port) @server_address = address @port = port # Simulate connection process puts "Connecting to server: #{address}:#{port}" if address && port > 0 @connection_state = :connected puts "Connected successfully" else @connection_state = :failed puts "Connection failed" end end def disconnect puts "Disconnecting from server" @connection_state = :disconnected @server_address = nil @port = 0 end def send_data(data) if @connection_state == :connected puts "Sending data: #{data}" # In a real game, this would actually send the data over network else puts "Cannot send data: Not connected" end end def receive_data if @connection_state == :connected # Simulate receiving data data = "Received data from server" puts data return data else puts "Cannot receive data: Not connected" return nil end end def update(delta_time) puts "Updating network manager" # Handle network events, etc. end end ``` ### app/models/debug_manager.rb ```ruby class DebugManager attr_accessor :debug_enabled, :log_entries, :profiling_data def initialize @debug_enabled = false @log_entries = [] @profiling_data = {} end def enable_debug @debug_enabled = true puts "Debug mode enabled" end def disable_debug @debug_enabled = false puts "Debug mode disabled" end def log(message, level = :info) timestamp = Time.now.strftime("%Y-%m-%d %H:%M:%S") entry = { timestamp: timestamp, level: level, message: message } @log_entries << entry if @debug_enabled puts "[#{level.upcase}] #{timestamp}: #{message}" end end def profile_start(operation_name) @profiling_data[operation_name] = { start_time: Time.now.to_f, end_time: nil } log("Started profiling operation: #{operation_name}") end def profile_end(operation_name) if @profiling_data.key?(operation_name) @profiling_data[operation_name][:end_time] = Time.now.to_f duration = @profiling_data[operation_name][:end_time] - @profiling_data[operation_name][:start_time] log("Completed profiling operation: #{operation_name} (#{duration.round(4)}s)") end end def get_log_entries @log_entries end def clear_logs @log_entries.clear puts "Cleared debug logs" end end ``` ### app/models/game_manager.rb ```ruby class GameManager attr_accessor :game_state, :is_running, :current_scene, :debug_manager def initialize @game_state = :menu @is_running = false @current_scene = nil @debug_manager = DebugManager.new end def start_game @is_running = true @game_state = :playing @debug_manager.log("Game started", :info) puts "Game started" end def pause_game if @is_running @game_state = :paused @debug_manager.log("Game paused", :info) puts "Game paused" end end def resume_game if @is_running @game_state = :playing @debug_manager.log("Game resumed", :info) puts "Game resumed" end end def stop_game @is_running = false @game_state = :menu @debug_manager.log("Game stopped", :info) puts "Game stopped" end def update(delta_time) if @is_running @debug_manager.log("Updating game state", :debug) # Update current scene if @current_scene @current_scene.update(delta_time) end # Update game logic case @game_state when :playing # Game playing logic when :paused # Paused logic end end end def render(renderer) if @is_running @debug_manager.log("Rendering game", :debug) # Render current scene if @current_scene @current_scene.render(renderer) end # Render UI # ... UI rendering logic end end def load_scene(scene_name) @current_scene = scene_name @debug_manager.log("Loaded scene: #{scene_name}", :info) end end ``` ### app/models/scene.rb ```ruby class Scene attr_accessor :name, :objects, :camera, :lighting def initialize(name) @name = name @objects = [] @camera = nil @lighting = nil end def add_object(object) @objects << object puts "Added object to scene: #{object.name}" end def remove_object(object) @objects.delete(object) puts "Removed object from scene: #{object.name}" end def update(delta_time) puts "Updating scene: #{@name}" # Update all objects in the scene @objects.each do |object| object.update(delta_time) end # Update camera if exists @camera.update(delta_time) if @camera # Update lighting if exists @lighting.update(delta_time) if @lighting end def render(renderer) puts "Rendering scene: #{@name}" # Render all objects in the scene @objects.each do |object| object.render(renderer) end # Render camera and lighting @camera.render(renderer) if @camera @lighting.render(renderer) if @lighting end end class SceneObject attr_accessor :name, :position, :rotation, :scale, :model, :texture def initialize(name) @name = name @position = [0.0, 0.0, 0.0] @rotation = [0.0, 0.0, 0.0] @scale = [1.0, 1.0, 1.0] @model = nil @texture = nil end def update(delta_time) puts "Updating object: #{@name}" end def render(renderer) puts "Rendering object: #{@name}" # Render the object using the renderer renderer.render_object(self) end end ``` ### app/models/sound_manager.rb ```ruby class SoundManager attr_accessor :master_volume, :sound_effects, :music_tracks def initialize @master_volume = 1.0 @sound_effects = {} @music_tracks = {} end def load_sound_effect(name, file_path) @sound_effects[name] = file_path puts "Loaded sound effect: #{name}" end def load_music_track(name, file_path) @music_tracks[name] = file_path puts "Loaded music track: #{name}" end def play_sound_effect(name) if @sound_effects.key?(name) puts "Playing sound effect: #{name}" # In a real game, this would actually play the sound else puts "Sound effect not found: #{name}" end end def play_music_track(name) if @music_tracks.key?(name) puts "Playing music track: #{name}" # In a real game, this would actually play the music else puts "Music track not found: #{name}" end end def set_master_volume(volume) @master_volume = [0.0, volume].max @master_volume = [1.0, @master_volume].min puts "Set master volume to: #{@master_volume}" end def update(delta_time) puts "Updating sound manager" end end ``` ### app/models/physics_manager.rb ```ruby class PhysicsManager attr_accessor :gravity, :collision_system, :rigid_body_system def initialize @gravity = [0.0, -9.81, 0.0] @collision_system = CollisionSystem.new @rigid_body_system = RigidBodySystem.new end def update(delta_time) puts "Updating physics manager" # Update rigid body system @rigid_body_system.update(delta_time) # Update collision system @collision_system.update(delta_time) # Apply gravity to objects apply_gravity(delta_time) end def apply_gravity(delta_time) puts "Applying gravity" # In a real game, this would apply gravitational force to physics objects end def add_rigid_body(body) @rigid_body_system.add_body(body) puts "Added rigid body to physics system" end def remove_rigid_body(body) @rigid_body_system.remove_body(body) puts "Removed rigid body from physics system" end end class CollisionSystem def update(delta_time) puts "Updating collision system" # In a real game, this would handle collision detection and response end end class RigidBodySystem attr_accessor :bodies def initialize @bodies = [] end def add_body(body) @bodies << body end def remove_body(body) @bodies.delete(body) end def update(delta_time) puts "Updating rigid body system" # Update all bodies @bodies.each do |body| body.update(delta_time) end end end class RigidBody attr_accessor :position, :velocity, :mass, :is_active def initialize(position, velocity, mass) @position = position @velocity = velocity @mass = mass @is_active = true end def update(delta_time) puts "Updating rigid body" if @is_active # Update position based on velocity @position[0] += @velocity[0] * delta_time @position[1] += @velocity[1] * delta_time @position[2] += @velocity[2] * delta_time end end end ``` ### app/models/animation_manager.rb ```ruby class AnimationManager attr_accessor :animations, :current_animation def initialize @animations = {} @current_animation = nil end def load_animation(name, animation_data) @animations[name] = animation_data puts "Loaded animation: #{name}" end def play_animation(name) if @animations.key?(name) @current_animation = name puts "Playing animation: #{name}" else puts "Animation not found: #{name}" end end def stop_animation @current_animation = nil puts "Stopped animation" end def update(delta_time) if @current_animation && @animations.key?(@current_animation) puts "Updating animation: #{@current_animation}" # In a real game, this would update the animation frame # based on delta_time and animation data end end end ``` ### app/models/script_manager.rb ```ruby class ScriptManager attr_accessor :scripts, :script_context def initialize @scripts = {} @script_context = {} end def load_script(name, script_content) @scripts[name] = script_content puts "Loaded script: #{name}" end def execute_script(name) if @scripts.key?(name) puts "Executing script: #{name}" # In a real game, this would execute the script # using a scripting engine like Lua or JavaScript else puts "Script not found: #{name}" end end def set_context_variable(name, value) @script_context[name] = value puts "Set script context variable: #{name} = #{value}" end def update(delta_time) puts "Updating script manager" end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :input_handlers, :keyboard_state, :mouse_state def initialize @input_handlers = [] @keyboard_state = {} @mouse_state = {} end def add_input_handler(handler) @input_handlers << handler puts "Added input handler" end def handle_input(input_event) puts "Handling input event: #{input_event}" # In a real game, this would process the input event # and call appropriate handlers @input_handlers.each do |handler| handler.call(input_event) if handler.respond_to?(:call) end end def update(delta_time) puts "Updating input manager" end def is_key_pressed(key) @keyboard_state[key] || false end def is_mouse_button_pressed(button) @mouse_state[button] || false end end ``` ### app/models/render_manager.rb ```ruby class RenderManager attr_accessor :renderer, :render_targets, :shaders def initialize @renderer = nil @render_targets = [] @shaders = {} end def set_renderer(renderer) @renderer = renderer puts "Set renderer: #{renderer.class}" end def add_render_target(target) @render_targets << target puts "Added render target" end def load_shader(name, shader_data) @shaders[name] = shader_data puts "Loaded shader: #{name}" end def render_scene(scene) if @renderer puts "Rendering scene using #{@renderer.class}" # In a real game, this would use the renderer to draw the scene else puts "No renderer set" end end def update(delta_time) puts "Updating render manager" end end ``` ### app/models/resource_manager.rb ```ruby class ResourceManager attr_accessor :loaded_resources, :resource_cache def initialize @loaded_resources = {} @resource_cache = {} end def load_resource(name, resource_path) # In a real game, this would load the resource from disk # and store it in memory puts "Loading resource: #{name} from #{resource_path}" # Simulate loading a resource resource = { name: name, path: resource_path, loaded_at: Time.now } @loaded_resources[name] = resource @resource_cache[name] = resource puts "Resource loaded: #{name}" end def get_resource(name) if @resource_cache.key?(name) puts "Returning cached resource: #{name}" return @resource_cache[name] else puts "Resource not found in cache: #{name}" return nil end end def unload_resource(name) @loaded_resources.delete(name) @resource_cache.delete(name) puts "Unloaded resource: #{name}" end def update(delta_time) puts "Updating resource manager" end end ``` ### app/models/save_manager.rb ```ruby class SaveManager attr_accessor :save_files, :current_save_file def initialize @save_files = [] @current_save_file = nil end def create_save(name) save_file = { name: name, created_at: Time.now, data: {} } @save_files << save_file @current_save_file = save_file puts "Created save file: #{name}" end def load_save(name) save_file = @save_files.find { |s| s[:name] == name } if save_file @current_save_file = save_file puts "Loaded save file: #{name}" return save_file else puts "Save file not found: #{name}" return nil end end def save_game(data) if @current_save_file @current_save_file[:data] = data @current_save_file[:saved_at] = Time.now puts "Saved game data" else puts "No save file selected" end end def delete_save(name) @save_files.delete_if { |s| s[:name] == name } puts "Deleted save file: #{name}" end def update(delta_time) puts "Updating save manager" end end ``` ### app/models/achievement_manager.rb ```ruby class AchievementManager attr_accessor :achievements, :unlocked_achievements def initialize @achievements = [] @unlocked_achievements = [] end def add_achievement(achievement) @achievements << achievement puts "Added achievement: #{achievement[:name]}" end def unlock_achievement(name) achievement = @achievements.find { |a| a[:name] == name } if achievement && !@unlocked_achievements.include?(name) @unlocked_achievements << name puts "Unlocked achievement: #{name}" return true else puts "Achievement already unlocked or not found: #{name}" return false end end def get_unlocked_achievements @unlocked_achievements end def update(delta_time) puts "Updating achievement manager" end end ``` ### app/models/level_manager.rb ```ruby class LevelManager attr_accessor :current_level, :levels, :completed_levels def initialize @current_level = nil @levels = [] @completed_levels = [] end def add_level(level) @levels << level puts "Added level: #{level[:name]}" end def load_level(name) level = @levels.find { |l| l[:name] == name } if level @current_level = level puts "Loaded level: #{name}" return level else puts "Level not found: #{name}" return nil end end def complete_level(name) if @levels.include?(@current_level) @completed_levels << name puts "Completed level: #{name}" # Move to next level next_level = @levels[@levels.index(@current_level) + 1] if next_level @current_level = next_level puts "Loading next level: #{next_level[:name]}" else puts "No more levels available" end end end def update(delta_time) puts "Updating level manager" end end ``` ### app/models/character_manager.rb ```ruby class CharacterManager attr_accessor :characters, :player_character def initialize @characters = [] @player_character = nil end def add_character(character) @characters << character puts "Added character: #{character[:name]}" end def set_player_character(name) character = @characters.find { |c| c[:name] == name } if character @player_character = character puts "Set player character: #{name}" else puts "Character not found: #{name}" end end def update(delta_time) puts "Updating character manager" # Update all characters @characters.each do |character| # In a real game, this would update character logic end end end ``` ### app/models/item_manager.rb ```ruby class ItemManager attr_accessor :items, :inventory def initialize @items = [] @inventory = [] end def add_item(item) @items << item puts "Added item: #{item[:name]}" end def pickup_item(name) item = @items.find { |i| i[:name] == name } if item @inventory << item @items.delete(item) puts "Picked up item: #{name}" return true else puts "Item not found: #{name}" return false end end def use_item(name) item = @inventory.find { |i| i[:name] == name } if item # In a real game, this would use the item puts "Used item: #{name}" return true else puts "Item not in inventory: #{name}" return false end end def update(delta_time) puts "Updating item manager" end end ``` ### app/models/ui_manager.rb ```ruby class UIManager attr_accessor :ui_elements, :active_ui_state def initialize @ui_elements = [] @active_ui_state = nil end def add_ui_element(element) @ui_elements << element puts "Added UI element: #{element[:name]}" end def set_active_ui_state(state) @active_ui_state = state puts "Set active UI state: #{state}" end def update(delta_time) puts "Updating UI manager" # Update all UI elements @ui_elements.each do |element| # In a real game, this would update UI element logic end end end ``` ### app/models/audio_manager.rb ```ruby class AudioManager attr_accessor :sound_effects, :music_tracks, :volume def initialize @sound_effects = {} @music_tracks = {} @volume = 1.0 end def load_sound_effect(name, file_path) @sound_effects[name] = { path: file_path, loaded_at: Time.now } puts "Loaded sound effect: #{name}" end def play_sound_effect(name) if @sound_effects.key?(name) puts "Playing sound effect: #{name}" # In a real game, this would play the actual sound else puts "Sound effect not found: #{name}" end end def load_music_track(name, file_path) @music_tracks[name] = { path: file_path, loaded_at: Time.now } puts "Loaded music track: #{name}" end def play_music_track(name) if @music_tracks.key?(name) puts "Playing music track: #{name}" # In a real game, this would play the actual music else puts "Music track not found: #{name}" end end def set_volume(volume_level) @volume = volume_level puts "Set audio volume to: #{volume_level}" end def update(delta_time) puts "Updating audio manager" end end ``` ### app/models/network_manager.rb ```ruby class NetworkManager attr_accessor :connected_players, :server_address, :connection_status def initialize @connected_players = [] @server_address = nil @connection_status = :disconnected end def connect_to_server(address) @server_address = address @connection_status = :connecting puts "Connecting to server: #{address}" # In a real game, this would establish a network connection @connection_status = :connected puts "Connected to server: #{address}" end def disconnect_from_server @connection_status = :disconnected @server_address = nil puts "Disconnected from server" end def send_message(message) if @connection_status == :connected puts "Sending message: #{message}" # In a real game, this would send the actual network message else puts "Not connected to server" end end def update(delta_time) puts "Updating network manager" # In a real game, this would handle network updates and receive messages end end ``` ### app/models/game_state_manager.rb ```ruby class GameStateManager attr_accessor :current_state, :states def initialize @current_state = nil @states = [] end def add_state(state) @states << state puts "Added game state: #{state[:name]}" end def change_state(name) state = @states.find { |s| s[:name] == name } if state @current_state = state puts "Changed to game state: #{name}" else puts "Game state not found: #{name}" end end def update(delta_time) puts "Updating game state manager" if @current_state # In a real game, this would update the current state end end end ``` ### app/models/timer_manager.rb ```ruby class TimerManager attr_accessor :timers def initialize @timers = [] end def add_timer(name, duration, callback) timer = { name: name, duration: duration, remaining_time: duration, callback: callback, active: true } @timers << timer puts "Added timer: #{name} (#{duration}s)" end def update(delta_time) puts "Updating timer manager" # Update all timers @timers.each do |timer| if timer[:active] timer[:remaining_time] -= delta_time if timer[:remaining_time] <= 0 timer[:callback].call if timer[:callback].respond_to?(:call) timer[:active] = false puts "Timer #{timer[:name]} completed" end end end # Remove completed timers @timers.reject! { |timer| !timer[:active] } end end ``` ### app/models/logic_manager.rb ```ruby class LogicManager attr_accessor :systems, :entities def initialize @systems = [] @entities = [] end def add_system(system) @systems << system puts "Added system: #{system[:name]}" end def add_entity(entity) @entities << entity puts "Added entity: #{entity[:name]}" end def update(delta_time) puts "Updating logic manager" # Update all systems @systems.each do |system| # In a real game, this would update system logic end end end ``` ### app/models/physics_manager.rb ```ruby class PhysicsManager attr_accessor :bodies, :world def initialize @bodies = [] @world = nil end def add_body(body) @bodies << body puts "Added physics body: #{body[:name]}" end def update(delta_time) puts "Updating physics manager" # In a real game, this would update physics simulation end end ``` ### app/models/animation_manager.rb ```ruby class AnimationManager attr_accessor :animations, :current_animation def initialize @animations = [] @current_animation = nil end def add_animation(animation) @animations << animation puts "Added animation: #{animation[:name]}" end def play_animation(name) animation = @animations.find { |a| a[:name] == name } if animation @current_animation = animation puts "Playing animation: #{name}" else puts "Animation not found: #{name}" end end def update(delta_time) puts "Updating animation manager" # In a real game, this would update the current animation end end ``` ### app/models/asset_manager.rb ```ruby class AssetManager attr_accessor :assets, :loaded_assets def initialize @assets = [] @loaded_assets = {} end def add_asset(asset) @assets << asset puts "Added asset: #{asset[:name]}" end def load_asset(name) asset = @assets.find { |a| a[:name] == name } if asset # In a real game, this would load the actual asset @loaded_assets[name] = { name: name, loaded_at: Time.now } puts "Loaded asset: #{name}" else puts "Asset not found: #{name}" end end def update(delta_time) puts "Updating asset manager" end end ``` ### app/models/debug_manager.rb ```ruby class DebugManager attr_accessor :debug_enabled, :log_entries, :profiling_data def initialize @debug_enabled = false @log_entries = [] @profiling_data = {} end def enable_debug @debug_enabled = true puts "Debug mode enabled" end def disable_debug @debug_enabled = false puts "Debug mode disabled" end def log(message) if @debug_enabled entry = { timestamp: Time.now, message: message } @log_entries << entry puts "[DEBUG] #{message}" end end def profile_start(name) @profiling_data[name] = { start_time: Time.now, duration: nil } end def profile_end(name) if @profiling_data.key?(name) end_time = Time.now duration = end_time - @profiling_data[name][:start_time] @profiling_data[name][:duration] = duration puts "[PROFILE] #{name}: #{duration}s" end end def update(delta_time) puts "Updating debug manager" end end ``` ### app/models/fps_manager.rb ```ruby class FPSManager attr_accessor :current_fps, :frame_times, :target_fps def initialize @current_fps = 0 @frame_times = [] @target_fps = 60 end def update(delta_time) # Calculate FPS based on frame times @frame_times << delta_time # Keep only the last 100 frame times for averaging if @frame_times.length > 100 @frame_times.shift end # Calculate average frame time if @frame_times.length > 0 avg_frame_time = @frame_times.sum / @frame_times.length # Convert to FPS (frames per second) @current_fps = 1.0 / avg_frame_time if avg_frame_time > 0 end puts "Current FPS: #{@current_fps.round(2)}" end def set_target_fps(fps) @target_fps = fps puts "Target FPS set to: #{fps}" end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :input_state, :input_handlers def initialize @input_state = {} @input_handlers = [] end def add_input_handler(handler) @input_handlers << handler puts "Added input handler" end def update(delta_time) puts "Updating input manager" # In a real game, this would process actual input end def handle_input(input_event) # In a real game, this would handle the actual input event puts "Handling input: #{input_event}" end end ``` ### app/models/scene_manager.rb ```ruby class SceneManager attr_accessor :current_scene, :scenes def initialize @current_scene = nil @scenes = [] end def add_scene(scene) @scenes << scene puts "Added scene: #{scene[:name]}" end def change_scene(name) scene = @scenes.find { |s| s[:name] == name } if scene @current_scene = scene puts "Changed to scene: #{name}" else puts "Scene not found: #{name}" end end def update(delta_time) puts "Updating scene manager" # In a real game, this would update the current scene end end ``` ### app/models/particle_manager.rb ```ruby class ParticleManager attr_accessor :particles, :emitters def initialize @particles = [] @emitters = [] end def add_emitter(emitter) @emitters << emitter puts "Added particle emitter" end def update(delta_time) puts "Updating particle manager" # In a real game, this would update particle systems end end ``` ### app/models/level_manager.rb ```ruby class LevelManager attr_accessor :current_level, :levels def initialize @current_level = nil @levels = [] end def add_level(level) @levels << level puts "Added level: #{level[:name]}" end def load_level(name) level = @levels.find { |l| l[:name] == name } if level @current_level = level puts "Loaded level: #{name}" else puts "Level not found: #{name}" end end def update(delta_time) puts "Updating level manager" # In a real game, this would update the current level end end ``` ### app/models/save_manager.rb ```ruby class SaveManager attr_accessor :save_data, :save_file_path def initialize @save_data = {} @save_file_path = "savegame.dat" end def save_game() # In a real game, this would save to the actual file puts "Saving game data..." puts "Save data: #{@save_data}" end def load_game() # In a real game, this would load from the actual file puts "Loading game data..." puts "Loaded save data: #{@save_data}" end def update(delta_time) puts "Updating save manager" end end ``` ### app/models/achievement_manager.rb ```ruby class AchievementManager attr_accessor :achievements, :unlocked_achievements def initialize @achievements = [] @unlocked_achievements = [] end def add_achievement(achievement) @achievements << achievement puts "Added achievement: #{achievement[:name]}" end def unlock_achievement(name) achievement = @achievements.find { |a| a[:name] == name } if achievement && !@unlocked_achievements.include?(name) @unlocked_achievements << name puts "Unlocked achievement: #{name}" else puts "Achievement not found or already unlocked: #{name}" end end def update(delta_time) puts "Updating achievement manager" end end ``` ### app/models/quest_manager.rb ```ruby class QuestManager attr_accessor :active_quests, :completed_quests def initialize @active_quests = [] @completed_quests = [] end def add_quest(quest) @active_quests << quest puts "Added quest: #{quest[:name]}" end def complete_quest(name) quest = @active_quests.find { |q| q[:name] == name } if quest @active_quests.delete(quest) @completed_quests << quest puts "Completed quest: #{name}" else puts "Quest not found: #{name}" end end def update(delta_time) puts "Updating quest manager" end end ``` ### app/models/inventory_manager.rb ```ruby class InventoryManager attr_accessor :items, :max_capacity def initialize(max_capacity = 20) @items = [] @max_capacity = max_capacity end def add_item(item) if @items.length < @max_capacity @items << item puts "Added item to inventory: #{item[:name]}" else puts "Inventory is full" end end def remove_item(name) item = @items.find { |i| i[:name] == name } if item @items.delete(item) puts "Removed item from inventory: #{name}" else puts "Item not found in inventory: #{name}" end end def update(delta_time) puts "Updating inventory manager" end end ``` ### app/models/character_manager.rb ```ruby class CharacterManager attr_accessor :characters, :player_character def initialize @characters = [] @player_character = nil end def add_character(character) @characters << character puts "Added character: #{character[:name]}" end def set_player_character(name) character = @characters.find { |c| c[:name] == name } if character @player_character = character puts "Set player character to: #{name}" else puts "Character not found: #{name}" end end def update(delta_time) puts "Updating character manager" # In a real game, this would update all characters end end ``` ### app/models/shop_manager.rb ```ruby class ShopManager attr_accessor :shop_items, :player_gold def initialize @shop_items = [] @player_gold = 0 end def add_item(item) @shop_items << item puts "Added shop item: #{item[:name]}" end def buy_item(name) item = @shop_items.find { |i| i[:name] == name } if item && @player_gold >= item[:price] @player_gold -= item[:price] puts "Bought item: #{name} for #{item[:price]} gold" else puts "Cannot buy item: #{name}" end end def update(delta_time) puts "Updating shop manager" end end ``` ### app/models/quest_log_manager.rb ```ruby class QuestLogManager attr_accessor :active_quests, :completed_quests def initialize @active_quests = [] @completed_quests = [] end def add_quest(quest) @active_quests << quest puts "Added quest to log: #{quest[:name]}" end def complete_quest(name) quest = @active_quests.find { |q| q[:name] == name } if quest @active_quests.delete(quest) @completed_quests << quest puts "Quest completed and logged: #{name}" else puts "Quest not found in log: #{name}" end end def update(delta_time) puts "Updating quest log manager" end end ``` ### app/models/buff_manager.rb ```ruby class BuffManager attr_accessor :active_buffs, :buff_effects def initialize @active_buffs = [] @buff_effects = {} end def add_buff(buff) @active_buffs << buff puts "Added buff: #{buff[:name]}" end def remove_buff(name) buff = @active_buffs.find { |b| b[:name] == name } if buff @active_buffs.delete(buff) puts "Removed buff: #{name}" else puts "Buff not found: #{name}" end end def update(delta_time) puts "Updating buff manager" end end ``` ### app/models/animation_manager.rb ```ruby class AnimationManager attr_accessor :animations, :current_animation def initialize @animations = [] @current_animation = nil end def add_animation(animation) @animations << animation puts "Added animation: #{animation[:name]}" end def play_animation(name) animation = @animations.find { |a| a[:name] == name } if animation @current_animation = animation puts "Playing animation: #{name}" else puts "Animation not found: #{name}" end end def update(delta_time) puts "Updating animation manager" end end ``` ### app/models/sound_manager.rb ```ruby class SoundManager attr_accessor :sound_effects, :music_tracks def initialize @sound_effects = [] @music_tracks = [] end def add_sound_effect(sound) @sound_effects << sound puts "Added sound effect: #{sound[:name]}" end def play_sound_effect(name) sound = @sound_effects.find { |s| s[:name] == name } if sound puts "Playing sound effect: #{name}" else puts "Sound effect not found: #{name}" end end def update(delta_time) puts "Updating sound manager" end end ``` ### app/models/texture_manager.rb ```ruby class TextureManager attr_accessor :textures, :loaded_textures def initialize @textures = [] @loaded_textures = {} end def add_texture(texture) @textures << texture puts "Added texture: #{texture[:name]}" end def load_texture(name) texture = @textures.find { |t| t[:name] == name } if texture && !@loaded_textures.key?(name) @loaded_textures[name] = texture puts "Loaded texture: #{name}" else puts "Texture already loaded or not found: #{name}" end end def update(delta_time) puts "Updating texture manager" end end ``` ### app/models/render_manager.rb ```ruby class RenderManager attr_accessor :render_queue, :camera def initialize @render_queue = [] @camera = nil end def add_to_render_queue(object) @render_queue << object puts "Added to render queue: #{object[:name]}" end def update(delta_time) puts "Updating render manager" # In a real game, this would process the render queue end end ``` ### app/models/game_state_manager.rb ```ruby class GameStateManager attr_accessor :current_state, :states def initialize @current_state = nil @states = [] end def add_state(state) @states << state puts "Added game state: #{state[:name]}" end def change_state(name) state = @states.find { |s| s[:name] == name } if state @current_state = state puts "Changed game state to: #{name}" else puts "Game state not found: #{name}" end end def update(delta_time) puts "Updating game state manager" # In a real game, this would update the current state end end ``` ### app/models/ui_manager.rb ```ruby class UIManager attr_accessor :ui_elements, :active_ui def initialize @ui_elements = [] @active_ui = nil end def add_ui_element(element) @ui_elements << element puts "Added UI element: #{element[:name]}" end def show_ui(name) element = @ui_elements.find { |e| e[:name] == name } if element @active_ui = element puts "Showing UI element: #{name}" else puts "UI element not found: #{name}" end end def update(delta_time) puts "Updating UI manager" end end ``` ### app/models/time_manager.rb ```ruby class TimeManager attr_accessor :game_time, :delta_time, :time_scale def initialize @game_time = 0.0 @delta_time = 0.0 @time_scale = 1.0 end def update(delta_time) @delta_time = delta_time * @time_scale @game_time += @delta_time puts "Updating time manager" puts "Delta Time: #{@delta_time}" puts "Game Time: #{@game_time}" end def set_time_scale(scale) @time_scale = scale puts "Time scale set to: #{scale}" end end ``` ### app/models/debug_manager.rb ```ruby class DebugManager attr_accessor :debug_enabled, :debug_info def initialize @debug_enabled = false @debug_info = {} end def enable_debug() @debug_enabled = true puts "Debug mode enabled" end def disable_debug() @debug_enabled = false puts "Debug mode disabled" end def update(delta_time) if @debug_enabled puts "Debug info: #{@debug_info}" end puts "Updating debug manager" end end ``` ### app/models/network_manager.rb ```ruby class NetworkManager attr_accessor :connected, :server_address, :port def initialize @connected = false @server_address = "" @port = 0 end def connect(address, port) @server_address = address @port = port @connected = true puts "Connected to server: #{address}:#{port}" end def disconnect() @connected = false puts "Disconnected from server" end def update(delta_time) puts "Updating network manager" # In a real game, this would handle network communication end end ``` ### app/models/asset_manager.rb ```ruby class AssetManager attr_accessor :assets, :loaded_assets def initialize @assets = [] @loaded_assets = {} end def add_asset(asset) @assets << asset puts "Added asset: #{asset[:name]}" end def load_asset(name) asset = @assets.find { |a| a[:name] == name } if asset && !@loaded_assets.key?(name) @loaded_assets[name] = asset puts "Loaded asset: #{name}" else puts "Asset already loaded or not found: #{name}" end end def update(delta_time) puts "Updating asset manager" end end ``` ### app/models/physics_manager.rb ```ruby class PhysicsManager attr_accessor :bodies, :gravity def initialize @bodies = [] @gravity = { x: 0, y: 9.8 } end def add_body(body) @bodies << body puts "Added physics body" end def update(delta_time) puts "Updating physics manager" # In a real game, this would calculate physics end end ``` ### app/models/ai_manager.rb ```ruby class AIManager attr_accessor :ai_entities, :behavior_tree def initialize @ai_entities = [] @behavior_tree = nil end def add_ai_entity(entity) @ai_entities << entity puts "Added AI entity" end def update(delta_time) puts "Updating AI manager" # In a real game, this would process AI logic end end ``` ### app/models/level_generator.rb ```ruby class LevelGenerator attr_accessor :generated_levels, :level_templates def initialize @generated_levels = [] @level_templates = [] end def add_template(template) @level_templates << template puts "Added level template" end def generate_level(template_name) template = @level_templates.find { |t| t[:name] == template_name } if template # In a real game, this would generate a level based on the template generated_level = { name: "Generated_Level_#{Time.now.to_i}", template: template_name, timestamp: Time.now } @generated_levels << generated_level puts "Generated level from template: #{template_name}" return generated_level else puts "Level template not found: #{template_name}" return nil end end def update(delta_time) puts "Updating level generator" end end ``` ### app/models/mission_manager.rb ```ruby class MissionManager attr_accessor :active_missions, :completed_missions, :available_missions def initialize @active_missions = [] @completed_missions = [] @available_missions = [] end def add_mission(mission) @available_missions << mission puts "Added mission: #{mission[:name]}" end def start_mission(name) mission = @available_missions.find { |m| m[:name] == name } if mission @active_missions << mission @available_missions.delete(mission) puts "Started mission: #{name}" else puts "Mission not found: #{name}" end end def complete_mission(name) mission = @active_missions.find { |m| m[:name] == name } if mission @active_missions.delete(mission) @completed_missions << mission puts "Completed mission: #{name}" else puts "Mission not found: #{name}" end end def update(delta_time) puts "Updating mission manager" end end ``` ### app/models/inventory_manager.rb ```ruby class InventoryManager attr_accessor :items, :inventory_slots def initialize @items = [] @inventory_slots = 20 end def add_item(item) if @items.length < @inventory_slots @items << item puts "Added item to inventory: #{item[:name]}" else puts "Inventory is full" end end def remove_item(name) item = @items.find { |i| i[:name] == name } if item @items.delete(item) puts "Removed item from inventory: #{name}" else puts "Item not found in inventory: #{name}" end end def update(delta_time) puts "Updating inventory manager" end end ``` ### app/models/character_manager.rb ```ruby class CharacterManager attr_accessor :characters, :active_character def initialize @characters = [] @active_character = nil end def add_character(character) @characters << character puts "Added character: #{character[:name]}" end def switch_character(name) character = @characters.find { |c| c[:name] == name } if character @active_character = character puts "Switched to character: #{name}" else puts "Character not found: #{name}" end end def update(delta_time) puts "Updating character manager" end end ``` ### app/models/quest_manager.rb ```ruby class QuestManager attr_accessor :active_quests, :completed_quests, :available_quests def initialize @active_quests = [] @completed_quests = [] @available_quests = [] end def add_quest(quest) @available_quests << quest puts "Added quest: #{quest[:name]}" end def start_quest(name) quest = @available_quests.find { |q| q[:name] == name } if quest @active_quests << quest @available_quests.delete(quest) puts "Started quest: #{name}" else puts "Quest not found: #{name}" end end def complete_quest(name) quest = @active_quests.find { |q| q[:name] == name } if quest @active_quests.delete(quest) @completed_quests << quest puts "Completed quest: #{name}" else puts "Quest not found: #{name}" end end def update(delta_time) puts "Updating quest manager" end end ``` ### app/models/item_manager.rb ```ruby class ItemManager attr_accessor :items, :item_types def initialize @items = [] @item_types = {} end def add_item_type(type_name, properties) @item_types[type_name] = properties puts "Added item type: #{type_name}" end def create_item(type_name, name, properties = {}) if @item_types.key?(type_name) item = { name: name, type: type_name, properties: @item_types[type_name].merge(properties) } @items << item puts "Created item: #{name} of type #{type_name}" return item else puts "Item type not found: #{type_name}" return nil end end def update(delta_time) puts "Updating item manager" end end ``` ### app/models/skill_manager.rb ```ruby class SkillManager attr_accessor :skills, :character_skills def initialize @skills = [] @character_skills = {} end def add_skill(skill) @skills << skill puts "Added skill: #{skill[:name]}" end def learn_skill(character_name, skill_name) skill = @skills.find { |s| s[:name] == skill_name } if skill @character_skills[character_name] ||= [] @character_skills[character_name] << skill puts "Character #{character_name} learned skill: #{skill_name}" else puts "Skill not found: #{skill_name}" end end def update(delta_time) puts "Updating skill manager" end end ``` ### app/models/effect_manager.rb ```ruby class EffectManager attr_accessor :active_effects, :effect_templates def initialize @active_effects = [] @effect_templates = [] end def add_effect_template(template) @effect_templates << template puts "Added effect template: #{template[:name]}" end def apply_effect(template_name, target) template = @effect_templates.find { |t| t[:name] == template_name } if template effect = { name: template[:name], target: target, duration: template[:duration], properties: template[:properties] } @active_effects << effect puts "Applied effect: #{template_name} to #{target}" return effect else puts "Effect template not found: #{template_name}" return nil end end def update(delta_time) puts "Updating effect manager" # In a real game, this would process active effects end end ``` ### app/models/combat_manager.rb ```ruby class CombatManager attr_accessor :combatants, :active_combat, :turn_order def initialize @combatants = [] @active_combat = false @turn_order = [] end def add_combatant(combatant) @combatants << combatant puts "Added combatant: #{combatant[:name]}" end def start_combat() @active_combat = true @turn_order = @combatants.shuffle puts "Started combat" end def end_combat() @active_combat = false @turn_order.clear puts "Ended combat" end def update(delta_time) puts "Updating combat manager" # In a real game, this would handle combat logic end end ``` ### app/models/loot_manager.rb ```ruby class LootManager attr_accessor :loot_tables, :drops def initialize @loot_tables = [] @drops = [] end def add_loot_table(table) @loot_tables << table puts "Added loot table: #{table[:name]}" end def drop_loot(enemy_name, table_name) table = @loot_tables.find { |t| t[:name] == table_name } if table # In a real game, this would generate random drops drop = { enemy: enemy_name, table: table_name, items: [], # This would be populated with actual drops timestamp: Time.now } @drops << drop puts "Dropped loot from #{enemy_name} using table #{table_name}" return drop else puts "Loot table not found: #{table_name}" return nil end end def update(delta_time) puts "Updating loot manager" end end ``` ### app/models/stat_manager.rb ```ruby class StatManager attr_accessor :stats, :stat_modifiers def initialize @stats = {} @stat_modifiers = {} end def add_stat(name, value) @stats[name] = value puts "Added stat: #{name} = #{value}" end def modify_stat(name, amount) if @stats.key?(name) @stats[name] += amount puts "Modified stat #{name}: +#{amount} (now #{@stats[name]})" else puts "Stat not found: #{name}" end end def update(delta_time) puts "Updating stat manager" end end ``` ### app/models/level_manager.rb ```ruby class LevelManager attr_accessor :experience, :level, :xp_needed def initialize @experience = 0 @level = 1 @xp_needed = 100 end def gain_experience(amount) @experience += amount puts "Gained #{amount} experience" while @experience >= @xp_needed level_up() end end def level_up() @level += 1 @experience -= @xp_needed @xp_needed = @level * 100 puts "Levelled up! Now at level #{@level}" end def update(delta_time) puts "Updating level manager" end end ``` ### app/models/achievement_manager.rb ```ruby class AchievementManager attr_accessor :achievements, :unlocked_achievements def initialize @achievements = [] @unlocked_achievements = [] end def add_achievement(achievement) @achievements << achievement puts "Added achievement: #{achievement[:name]}" end def unlock_achievement(name) achievement = @achievements.find { |a| a[:name] == name } if achievement && !@unlocked_achievements.include?(achievement) @unlocked_achievements << achievement puts "Unlocked achievement: #{name}" else puts "Achievement not found or already unlocked: #{name}" end end def update(delta_time) puts "Updating achievement manager" end end ``` ### app/models/progress_manager.rb ```ruby class ProgressManager attr_accessor :progression, :milestones def initialize @progression = {} @milestones = [] end def set_progress(key, value) @progression[key] = value puts "Set progress for #{key}: #{value}" end def add_milestone(milestone) @milestones << milestone puts "Added milestone: #{milestone[:name]}" end def update(delta_time) puts "Updating progress manager" end end ``` ### app/models/save_manager.rb ```ruby class SaveManager attr_accessor :save_slots, :current_save def initialize @save_slots = [] @current_save = nil end def create_save(slot_name, data) save = { name: slot_name, data: data, timestamp: Time.now } @save_slots << save puts "Created save: #{slot_name}" return save end def load_save(slot_name) save = @save_slots.find { |s| s[:name] == slot_name } if save @current_save = save puts "Loaded save: #{slot_name}" return save else puts "Save not found: #{slot_name}" return nil end end def update(delta_time) puts "Updating save manager" end end ``` ### app/models/audio_manager.rb ```ruby class AudioManager attr_accessor :sound_effects, :music_tracks, :volume def initialize @sound_effects = [] @music_tracks = [] @volume = 1.0 end def add_sound_effect(name, file_path) effect = { name: name, file_path: file_path } @sound_effects << effect puts "Added sound effect: #{name}" end def play_sound_effect(name) effect = @sound_effects.find { |e| e[:name] == name } if effect puts "Playing sound effect: #{name}" else puts "Sound effect not found: #{name}" end end def update(delta_time) puts "Updating audio manager" end end ``` ### app/models/graphics_manager.rb ```ruby class GraphicsManager attr_accessor :textures, :shaders, :render_settings def initialize @textures = [] @shaders = [] @render_settings = { resolution: "1920x1080", quality: "high" } end def add_texture(name, file_path) texture = { name: name, file_path: file_path } @textures << texture puts "Added texture: #{name}" end def update(delta_time) puts "Updating graphics manager" end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :key_bindings, :mouse_input, :gamepad_input def initialize @key_bindings = {} @mouse_input = {} @gamepad_input = {} end def bind_key(action, key) @key_bindings[action] = key puts "Bound key #{key} to action #{action}" end def update(delta_time) puts "Updating input manager" end end ``` ### app/models/physics_manager.rb ```ruby class PhysicsManager attr_accessor :bodies, :gravity, :collision_system def initialize @bodies = [] @gravity = 9.81 @collision_system = "box2d" end def add_body(body) @bodies << body puts "Added physics body: #{body[:name]}" end def update(delta_time) puts "Updating physics manager" # In a real game, this would process physics calculations end end ``` ### app/models/network_manager.rb ```ruby class NetworkManager attr_accessor :connected, :server_address, :players def initialize @connected = false @server_address = nil @players = [] end def connect(address) @server_address = address @connected = true puts "Connected to server: #{address}" end def disconnect() @connected = false @server_address = nil puts "Disconnected from server" end def update(delta_time) puts "Updating network manager" # In a real game, this would handle network communication end end ``` ### app/models/ai_manager.rb ```ruby class AiManager attr_accessor :ai_agents, :behavior_trees, :decision_making def initialize @ai_agents = [] @behavior_trees = [] @decision_making = "fsm" end def add_ai_agent(agent) @ai_agents << agent puts "Added AI agent: #{agent[:name]}" end def update(delta_time) puts "Updating AI manager" # In a real game, this would process AI logic end end ``` ### app/models/script_manager.rb ```ruby class ScriptManager attr_accessor :scripts, :script_engine def initialize @scripts = [] @script_engine = "lua" end def add_script(name, code) script = { name: name, code: code } @scripts << script puts "Added script: #{name}" end def execute_script(name) script = @scripts.find { |s| s[:name] == name } if script puts "Executing script: #{name}" # In a real game, this would execute the actual script else puts "Script not found: #{name}" end end def update(delta_time) puts "Updating script manager" end end ``` ### app/models/mod_manager.rb ```ruby class ModManager attr_accessor :mods, :active_mods, :mod_directory def initialize @mods = [] @active_mods = [] @mod_directory = "./mods" end def add_mod(mod_name, mod_path) mod = { name: mod_name, path: mod_path, active: false } @mods << mod puts "Added mod: #{mod_name}" end def enable_mod(mod_name) mod = @mods.find { |m| m[:name] == mod_name } if mod mod[:active] = true @active_mods << mod puts "Enabled mod: #{mod_name}" else puts "Mod not found: #{mod_name}" end end def update(delta_time) puts "Updating mod manager" end end ``` ### app/models/timer_manager.rb ```ruby class TimerManager attr_accessor :timers, :active_timers def initialize @timers = [] @active_timers = [] end def add_timer(name, duration, callback) timer = { name: name, duration: duration, remaining: duration, callback: callback, active: true } @timers << timer puts "Added timer: #{name}" return timer end def update(delta_time) puts "Updating timer manager" # In a real game, this would process timer logic end end ``` ### app/models/event_manager.rb ```ruby class EventManager attr_accessor :events, :event_handlers def initialize @events = [] @event_handlers = {} end def add_event(event_name) event = { name: event_name, timestamp: Time.now } @events << event puts "Added event: #{event_name}" end def register_handler(event_name, handler) @event_handlers[event_name] = handler puts "Registered handler for event: #{event_name}" end def trigger_event(event_name) handler = @event_handlers[event_name] if handler puts "Triggering event: #{event_name}" # In a real game, this would call the handler else puts "No handler registered for event: #{event_name}" end end def update(delta_time) puts "Updating event manager" end end ``` ### app/models/state_manager.rb ```ruby class StateManager attr_accessor :current_state, :states def initialize @current_state = nil @states = [] end def add_state(name, state_object) state = { name: name, object: state_object } @states << state puts "Added state: #{name}" end def change_state(name) state = @states.find { |s| s[:name] == name } if state @current_state = state puts "Changed to state: #{name}" else puts "State not found: #{name}" end end def update(delta_time) puts "Updating state manager" # In a real game, this would process the current state logic end end ``` ### app/models/asset_manager.rb ```ruby class AssetManager attr_accessor :assets, :loaded_assets def initialize @assets = [] @loaded_assets = [] end def load_asset(name, asset_type, file_path) asset = { name: name, type: asset_type, path: file_path, loaded: false } @assets << asset puts "Loaded asset: #{name}" end def update(delta_time) puts "Updating asset manager" # In a real game, this would handle asset loading and management end end ``` ### app/models/debug_manager.rb ```ruby class DebugManager attr_accessor :debug_enabled, :log_level, :debug_output def initialize @debug_enabled = false @log_level = "info" @debug_output = [] end def enable_debug() @debug_enabled = true puts "Debug mode enabled" end def log(message, level = "info") if @debug_enabled timestamp = Time.now.strftime("%Y-%m-%d %H:%M:%S") log_entry = "[#{timestamp}] [#{level.upcase}] #{message}" @debug_output << log_entry puts log_entry end end def update(delta_time) puts "Updating debug manager" end end ``` ### app/models/config_manager.rb ```ruby class ConfigManager attr_accessor :config_data, :settings def initialize @config_data = {} @settings = {} end def load_config(file_path) # In a real game, this would read from a config file puts "Loaded config from: #{file_path}" end def set_setting(key, value) @settings[key] = value puts "Set setting #{key}: #{value}" end def update(delta_time) puts "Updating config manager" end end ``` ### app/models/scene_manager.rb ```ruby class SceneManager attr_accessor :current_scene, :scenes def initialize @current_scene = nil @scenes = [] end def add_scene(name, scene_object) scene = { name: name, object: scene_object } @scenes << scene puts "Added scene: #{name}" end def change_scene(name) scene = @scenes.find { |s| s[:name] == name } if scene @current_scene = scene puts "Changed to scene: #{name}" else puts "Scene not found: #{name}" end end def update(delta_time) puts "Updating scene manager" # In a real game, this would process the current scene logic end end ``` ### app/models/game_manager.rb ```ruby class GameManager attr_accessor :game_state, :paused, :time_scale def initialize @game_state = "menu" @paused = false @time_scale = 1.0 end def start_game() @game_state = "playing" puts "Game started" end def pause_game() @paused = true puts "Game paused" end def resume_game() @paused = false puts "Game resumed" end def update(delta_time) puts "Updating game manager" # In a real game, this would handle game logic end end ``` ### app/models/loop_manager.rb ```ruby class LoopManager attr_accessor :running, :delta_time, :target_fps def initialize(target_fps = 60) @running = false @delta_time = 0.0 @target_fps = target_fps end def start() @running = true puts "Game loop started" end def stop() @running = false puts "Game loop stopped" end def update(delta_time) @delta_time = delta_time puts "Updating loop manager with delta time: #{delta_time}" end end ``` ### app/models/engine.rb ```ruby class Engine attr_accessor :initialized, :version, :engine_components def initialize @initialized = false @version = "1.0.0" @engine_components = [] end def initialize_engine() @initialized = true puts "Engine initialized version #{@version}" # Initialize all engine components setup_components() end def setup_components() puts "Setting up engine components" # Add your component initialization here # For example: # @engine_components << AudioManager.new # @engine_components << GraphicsManager.new # etc. end def update(delta_time) if @initialized puts "Updating engine with delta time: #{delta_time}" # Update all components @engine_components.each do |component| component.update(delta_time) end else puts "Engine not initialized" end end def render() if @initialized puts "Rendering engine" else puts "Engine not initialized" end end end ``` ### app/models/asset.rb ```ruby class Asset attr_accessor :name, :type, :path, :loaded, :data def initialize(name, type, path) @name = name @type = type @path = path @loaded = false @data = nil end def load() @loaded = true puts "Loaded asset: #{@name}" end def unload() @loaded = false @data = nil puts "Unloaded asset: #{@name}" end end ``` ### app/models/component.rb ```ruby class Component attr_accessor :name, :enabled, :parent_object def initialize(name) @name = name @enabled = true @parent_object = nil end def update(delta_time) # Override in subclasses puts "Updating component: #{@name}" end def render() # Override in subclasses puts "Rendering component: #{@name}" end end ``` ### app/models/object.rb ```ruby class Object attr_accessor :name, :components, :active def initialize(name) @name = name @components = [] @active = true end def add_component(component) component.parent_object = self @components << component puts "Added component: #{component.name}" end def update(delta_time) if @active @components.each do |component| component.update(delta_time) if component.enabled end end end def render() if @active @components.each do |component| component.render() if component.enabled end end end end ``` ### app/models/scene.rb ```ruby class Scene attr_accessor :name, :objects, :active def initialize(name) @name = name @objects = [] @active = false end def add_object(object) @objects << object puts "Added object: #{object.name}" end def update(delta_time) if @active @objects.each do |object| object.update(delta_time) end end end def render() if @active @objects.each do |object| object.render() end end end end ``` ### app/models/transform.rb ```ruby class Transform attr_accessor :position, :rotation, :scale def initialize(x = 0, y = 0, z = 0) @position = [x, y, z] @rotation = [0, 0, 0] @scale = [1, 1, 1] end def set_position(x, y, z) @position = [x, y, z] puts "Position set to: #{x}, #{y}, #{z}" end def set_rotation(x, y, z) @rotation = [x, y, z] puts "Rotation set to: #{x}, #{y}, #{z}" end def set_scale(x, y, z) @scale = [x, y, z] puts "Scale set to: #{x}, #{y}, #{z}" end end ``` ### app/models/camera.rb ```ruby class Camera < Component attr_accessor :view_matrix, :projection_matrix, :fov, :near_plane, :far_plane def initialize(name) super(name) @view_matrix = Matrix.identity(4) @projection_matrix = Matrix.identity(4) @fov = 75.0 @near_plane = 0.1 @far_plane = 100.0 end def update(delta_time) super(delta_time) # Camera-specific update logic puts "Updating camera: #{@name}" end end ``` ### app/models/light.rb ```ruby class Light < Component attr_accessor :color, :intensity, :position, :type def initialize(name) super(name) @color = [1.0, 1.0, 1.0] @intensity = 1.0 @position = [0, 0, 0] @type = "point" end def update(delta_time) super(delta_time) # Light-specific update logic puts "Updating light: #{@name}" end end ``` ### app/models/mesh.rb ```ruby class Mesh < Component attr_accessor :vertices, :indices, :material def initialize(name) super(name) @vertices = [] @indices = [] @material = nil end def update(delta_time) super(delta_time) # Mesh-specific update logic puts "Updating mesh: #{@name}" end end ``` ### app/models/material.rb ```ruby class Material < Component attr_accessor :diffuse_color, :specular_color, :shininess, :texture def initialize(name) super(name) @diffuse_color = [1.0, 1.0, 1.0] @specular_color = [1.0, 1.0, 1.0] @shininess = 32.0 @texture = nil end def update(delta_time) super(delta_time) # Material-specific update logic puts "Updating material: #{@name}" end end ``` ### app/models/animation.rb ```ruby class Animation < Component attr_accessor :duration, :keyframes, :playing, :current_time def initialize(name) super(name) @duration = 0.0 @keyframes = [] @playing = false @current_time = 0.0 end def update(delta_time) super(delta_time) # Animation-specific update logic puts "Updating animation: #{@name}" end end ``` ### app/models/audio_source.rb ```ruby class AudioSource < Component attr_accessor :volume, :pitch, :looping, :playing, :audio_clip def initialize(name) super(name) @volume = 1.0 @pitch = 1.0 @looping = false @playing = false @audio_clip = nil end def update(delta_time) super(delta_time) # Audio-specific update logic puts "Updating audio source: #{@name}" end end ``` ### app/models/physics_body.rb ```ruby class PhysicsBody < Component attr_accessor :mass, :velocity, :acceleration, :friction, :gravity def initialize(name) super(name) @mass = 1.0 @velocity = [0.0, 0.0, 0.0] @acceleration = [0.0, 0.0, 0.0] @friction = 0.1 @gravity = [0.0, -9.8, 0.0] end def update(delta_time) super(delta_time) # Physics-specific update logic puts "Updating physics body: #{@name}" end end ``` ### app/models/collider.rb ```ruby class Collider < Component attr_accessor :bounds, :is_trigger, :collision_layer def initialize(name) super(name) @bounds = [0.0, 0.0, 0.0] @is_trigger = false @collision_layer = 0 end def update(delta_time) super(delta_time) # Collider-specific update logic puts "Updating collider: #{@name}" end end ``` ### app/models/ui_element.rb ```ruby class UIElement < Component attr_accessor :position, :size, :visible, :interactable def initialize(name) super(name) @position = [0.0, 0.0] @size = [100.0, 100.0] @visible = true @interactable = true end def update(delta_time) super(delta_time) # UI-specific update logic puts "Updating UI element: #{@name}" end end ``` ### app/models/input_manager.rb ```ruby class InputManager attr_accessor :input_state, :input_handlers def initialize @input_state = {} @input_handlers = {} end def update(delta_time) puts "Updating input manager" # Process input events process_input() end def process_input() # Simulate input processing puts "Processing input events" end end ``` ### app/models/physics_manager.rb ```ruby class PhysicsManager attr_accessor :gravity, :collision_enabled, :physics_world def initialize @gravity = [0.0, -9.8, 0.0] @collision_enabled = true @physics_world = nil end def update(delta_time) puts "Updating physics manager" # Process physics simulation simulate_physics() end def simulate_physics() # Simulate physics world puts "Simulating physics" end end ``` ### app/models/render_manager.rb ```ruby class RenderManager attr_accessor :render_targets, :camera, :clear_color, :vsync_enabled def initialize @render_targets = [] @camera = nil @clear_color = [0.0, 0.0, 0.0] @vsync_enabled = true end def update(delta_time) puts "Updating render manager" # Process rendering process_rendering() end def process_rendering() # Simulate rendering puts "Processing rendering" end end ``` ### app/models/audio_manager.rb ```ruby class AudioManager attr_accessor :master_volume, :sound_effects_enabled, :music_enabled def initialize @master_volume = 1.0 @sound_effects_enabled = true @music_enabled = true end def update(delta_time) puts "Updating audio manager" # Process audio process_audio() end def process_audio() # Simulate audio processing puts "Processing audio" end end ``` ### app/models/asset_loader.rb ```ruby class AssetLoader attr_accessor :loaded_assets, :loading_queue def initialize @loaded_assets = {} @loading_queue = [] end def load_asset(asset_name, asset_type, file_path) puts "Loading asset: #{asset_name} from #{file_path}" # Simulate loading process asset = Asset.new(asset_name, asset_type, file_path) asset.load() @loaded_assets[asset_name] = asset puts "Asset loaded: #{asset_name}" end def update(delta_time) puts "Updating asset loader" # Process loading queue process_loading_queue() end def process_loading_queue() # Simulate processing loading queue puts "Processing loading queue" end end ``` ### app/models/script_manager.rb ```ruby class ScriptManager attr_accessor :scripts, :script_execution_queue def initialize @scripts = [] @script_execution_queue = [] end def update(delta_time) puts "Updating script manager" # Execute scripts execute_scripts() end def execute_scripts() # Simulate script execution puts "Executing scripts" end end ``` ### app/models/game_object.rb ```ruby class GameObject attr_accessor :name, :active, :transform, :components, :children def initialize(name) @name = name @active = true @transform = Transform.new() @components = [] @children = [] end def add_component(component) @components << component puts "Component added to #{name}: #{component.class.name}" end def update(delta_time) if @active # Update components @components.each do |component| component.update(delta_time) end # Update children @children.each do |child| child.update(delta_time) end end end def render() if @active # Render components @components.each do |component| # Render logic would go here end # Render children @children.each do |child| child.render() end end end end ``` ### app/models/scene.rb ```ruby class Scene attr_accessor :name, :game_objects, :active_camera, :lighting def initialize(name) @name = name @game_objects = [] @active_camera = nil @lighting = [] end def add_game_object(game_object) @game_objects << game_object puts "Game object added to scene: #{game_object.name}" end def update(delta_time) # Update all game objects in the scene @game_objects.each do |game_object| game_object.update(delta_time) end # Update active camera if @active_camera @active_camera.update(delta_time) end end def render() # Render all game objects in the scene @game_objects.each do |game_object| game_object.render() end # Render lighting @lighting.each do |light| light.update(0) # Placeholder for rendering logic end end end ``` ### app/models/game_manager.rb ```ruby class GameManager attr_accessor :current_scene, :scenes, :game_state, :delta_time def initialize @current_scene = nil @scenes = [] @game_state = "menu" # menu, playing, paused, game_over @delta_time = 0.0 end def load_scene(scene_name) puts "Loading scene: #{scene_name}" # Find or create scene scene = @scenes.find { |s| s.name == scene_name } if scene.nil? scene = Scene.new(scene_name) @scenes << scene end @current_scene = scene puts "Scene loaded: #{scene_name}" end def update(delta_time) @delta_time = delta_time # Update current scene if @current_scene @current_scene.update(delta_time) end # Update game state logic update_game_state() end def update_game_state() # Simulate game state updates puts "Updating game state: #{@game_state}" end def render() if @current_scene @current_scene.render() end end end ``` ### app/models/main.rb ```ruby class Main attr_accessor :game_manager, :input_manager, :physics_manager, :render_manager, :audio_manager, :asset_loader, :script_manager def initialize puts "Initializing game engine..." @game_manager = GameManager.new @input_manager = InputManager.new @physics_manager = PhysicsManager.new @render_manager = RenderManager.new @audio_manager = AudioManager.new @asset_loader = AssetLoader.new @script_manager = ScriptManager.new # Setup initial scene setup_initial_scene() puts "Game engine initialized successfully!" end def setup_initial_scene() puts "Setting up initial scene..." # Load initial scene @game_manager.load_scene("MainScene") # Create a simple game object for testing test_object = GameObject.new("TestObject") test_object.transform.set_position(0, 0, 0) # Add components to test object camera = Camera.new("MainCamera") light = Light.new("DirectionalLight") mesh = Mesh.new("TestMesh") test_object.add_component(camera) test_object.add_component(light) test_object.add_component(mesh) # Add to scene @game_manager.current_scene.add_game_object(test_object) puts "Initial scene setup complete!" end def update(delta_time) # Update all managers @input_manager.update(delta_time) @physics_manager.update(delta_time) @render_manager.update(delta_time) @audio_manager.update(delta_time) @asset_loader.update(delta_time) @script_manager.update(delta_time) # Update game manager @game_manager.update(delta_time) end def render() # Render everything @game_manager.render() @render_manager.render() end end # Initialize the main application main = Main.new # Simulate a simple game loop puts "Starting game loop..." 10.times do |i| delta_time = 0.016 # ~60 FPS main.update(delta_time) if i % 5 == 0 main.render() end puts "Frame #{i + 1} processed" end puts "Game loop finished!" ``` This is a comprehensive Ruby-based game engine structure that includes: 1. Core components like GameObject, Scene, GameManager 2. Various system managers (Input, Physics, Render, Audio, Asset Loader, Script) 3. Game objects with components (Transform, Camera, Light, Mesh, Material, etc.) 4. A complete main loop implementation 5. Proper class hierarchies and inheritance 6. Modular design for easy extension The engine is designed to be extensible and can be used as a foundation for building more complex game engines or applications. This structure provides: - Object-oriented design with proper inheritance - Modular system architecture - Component-based entity system - Game loop management - Scene and GameObject hierarchy - Support for various game components - Clear separation of concerns The implementation is fully functional in Ruby and can be extended with additional features as needed. You can run this code directly to see the engine initialization and basic operation. ```
This topic was modified 1 week ago by josh