85 lines
2.5 KiB
C++
Executable File
85 lines
2.5 KiB
C++
Executable File
#ifndef ENGINE_H__
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#define ENGINE_H__
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#include "define.h"
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#include "openglcontext.h"
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#include "texture.h"
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#include "player.h"
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#include "shader.h"
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#include "chunk.h"
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#include "textureatlas.h"
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#include "blockinfo.h"
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#include "array2d.h"
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#define MAX_SELECTION_DISTANCE (VIEW_DISTANCE * 2 / CHUNK_SIZE_X)
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class Engine : public OpenglContext
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{
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public:
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Engine();
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virtual ~Engine();
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virtual void Init();
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virtual void DeInit();
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virtual void LoadResource();
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virtual void UnloadResource();
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virtual void Render(float elapsedTime);
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virtual void KeyPressEvent(unsigned char key);
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virtual void KeyReleaseEvent(unsigned char key);
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virtual void MouseMoveEvent(int x, int y);
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virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
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virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
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virtual void PrintText(unsigned int x, unsigned int y, const std::string& t);
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virtual void DrawHud(float elapsedTime);
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virtual int GetFps(float elapsedTime);
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Chunk* ChunkAt(float x, float y, float z) const;
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BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType) const;
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void SetBlockAt(float x, float y, float z, BlockType BlockToSet) const;
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Chunk* ChunkAt(const Vector3<float>& pos) const;
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bool IsWalking();
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void GetBlocAtCursor();
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void SaveGame();
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void LoadGame(std::ifstream SaveFile);
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public:
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bool m_run = false;
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bool m_walk = false;
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private:
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bool LoadTexture(Texture& texture, const std::string& filename, bool stopOnError = true);
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void CreateBloc();
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void DestroyBloc();
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void DestroyBlocGenerateMob();
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void HitMob();
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Mob MobAt(int x, int y, int z);
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private:
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bool m_wireframe = false;
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float m_jumpsize = 0.f;
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long m_points = 1;
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TextureAtlas m_textureAtlas;
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Texture m_textureFont;
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Texture m_textureCrosshair;
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Texture m_textureMob;
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Shader m_shader01;
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Chunk m_testChunk;
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Array2d<Chunk*> m_chunks;
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Player m_p1;
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Vector4f m_currentBlock;
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Vector3f m_currentFaceNormal;
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std::list<Vector4f> m_ModifiedBlocks;
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BlockInfo m_bi[BTYPE_LAST];
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Mob m_currentMob;
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Mob m_lastMob;
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std::vector<Mob> m_mobs;
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BlockType m_selectedbloc = BTYPE_DARK;
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bool m_shift = false;
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bool m_keyW = false;
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bool m_keyA = false;
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bool m_keyS = false;
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bool m_keyD = false;
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bool m_space = false;
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bool m_InJump = false;
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};
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#endif // ENGINE_H__
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