#ifndef ENGINE_H__ #define ENGINE_H__ #include #include #include "define.h" #include "openglcontext.h" #include "texture.h" #include "transformation.h" #include "shader.h" #include "player.h" #include "chunk.h" #include "skybox.h" #include "audio.h" #include "textureatlas.h" #include "blockinfo.h" #include "array2d.h" #include "world.h" #include "bullet.h" #include "connector.h" class Engine : public OpenglContext { public: Engine(); virtual ~Engine(); virtual void Init(); virtual void DeInit(); virtual void LoadResource(); virtual void UnloadResource(); virtual void Render(float elapsedTime); virtual void KeyPressEvent(unsigned char key); virtual void KeyReleaseEvent(unsigned char key); virtual void MouseMoveEvent(int x, int y); virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); private: float GetScale() const; int GetFps(float elapsedTime) const; int GetCountdown(float elapsedTime); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); void DisplayCrosshair(); void DisplayCurrentItem(); void DisplayHud(int timer); void DisplayInfo(float elapsedTime, BlockType bloc); void DrawHud(float elapsedTime, BlockType bloc); void PrintText(float x, float y, float scale, const std::string& t); Connector m_conn; Shader m_shader01; BlockInfo* m_blockinfo[BTYPE_LAST]; TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST); World m_world = World(); Texture m_textureSkybox; Texture m_textureFont; Texture m_textureCrosshair; Texture m_textureGun; Skybox m_skybox; Audio m_audio = Audio(AUDIO_PATH "start.wav"); irrklang::ISound* m_powpow; irrklang::ISound* m_scream; Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); Bullet* m_bullets[MAX_BULLETS]; float m_scale; float m_time = 0; int m_renderCount = 0; int m_countdown = COUNTDOWN; bool m_wireframe = false; bool m_isSkybox = true; bool m_block = false; bool m_flash = true; bool m_displayCrosshair = true; bool m_displayHud = true; bool m_displayInfo = false; bool m_resetcountdown = false; bool m_stopcountdown = false; bool m_keyW = false; bool m_keyA = false; bool m_keyS = false; bool m_keyD = false; bool m_keySpace = false; bool m_mouseL = false; bool m_mouseR = false; bool m_mouseC = false; bool m_mouseWU = false; bool m_mouseWD = false; }; #endif // ENGINE_H__