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#pragma once
#include <nlohmann/json.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "World.hpp"
#include "NetworkClient.hpp"
#include "Vector.hpp"
#include "Event.hpp"
class GameState {
NetworkClient *nc;
public:
GameState(NetworkClient *networkClient);
void Update(float deltaTime);
//Navigation
enum Direction {
FORWARD, BACKWARD, LEFT, RIGHT, JUMP
};
void HandleMovement(GameState::Direction direction, float deltaTime);
void HandleRotation(double yaw, double pitch);
glm::mat4 GetViewMatrix();
void updateCameraVectors();
float Yaw();
float Pitch();
void SetYaw(float yaw);
void SetPitch(float pitch);
glm::vec3 Position();
void SetPosition(glm::vec3 Position);
glm::vec3 Front;
glm::vec3 Up;
glm::vec3 Right;
glm::vec3 WorldUp;
//Everything other
World world;
//bool &isRunning;
std::string g_PlayerUuid;
std::string g_PlayerName;
bool g_IsGameStarted;
int g_PlayerEid;
int g_Gamemode;
int g_Dimension;
byte g_Difficulty;
byte g_MaxPlayers;
std::string g_LevelType;
bool g_ReducedDebugInfo;
Vector g_SpawnPosition;
bool g_PlayerInvulnerable;
bool g_PlayerFlying;
bool g_PlayerAllowFlying;
bool g_PlayerCreativeMode;
float g_PlayerFlyingSpeed;
float g_PlayerFovModifier;
float g_PlayerPitch;
float g_PlayerYaw;
double g_PlayerX;
double g_PlayerY;
double g_PlayerZ;
float g_PlayerHealth;
bool g_OnGround = true;
double g_PlayerVelocityX = 0;
double g_PlayerVelocityY = 0;
double g_PlayerVelocityZ = 0;
};
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