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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"
#include "Window.hpp"
class GameState {
std::shared_ptr<NetworkClient> nc;
public:
GameState(std::shared_ptr<NetworkClient> networkClient);
void Update(float deltaTime);
void UpdatePacket();
enum Direction {
FORWARD, BACKWARD, LEFT, RIGHT, JUMP
};
void HandleMovement(GameState::Direction direction, float deltaTime);
void HandleRotation(double yaw, double pitch);
glm::mat4 GetViewMatrix();
Entity* player;
/*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;*/
World world;
std::string g_PlayerUuid = "";
std::string g_PlayerName = "";
bool g_IsGameStarted = false;
int g_PlayerEid = 0;
int g_Gamemode = 0;
int g_Dimension = 0;
byte g_Difficulty = 0;
byte g_MaxPlayers = 0;
std::string g_LevelType = "";
bool g_ReducedDebugInfo = false;
Vector g_SpawnPosition;
bool g_PlayerInvulnerable = false;
bool g_PlayerFlying = false;
bool g_PlayerAllowFlying = false;
bool g_PlayerCreativeMode = false;
float g_PlayerFlyingSpeed = 0;
float g_PlayerFovModifier = 0;
/*float g_PlayerPitch = 0;
float g_PlayerYaw = 0;
double g_PlayerX = 0;
double g_PlayerY = 0;
double g_PlayerZ = 0;*/
float g_PlayerHealth = 0;
/*bool g_OnGround = true;
double g_PlayerVelocityX = 0;
double g_PlayerVelocityY = 0;
double g_PlayerVelocityZ = 0;*/
long long WorldAge = 0;
long long TimeOfDay = 0;
std::shared_ptr<GameState> gs;
Window playerInventory;
std::vector<Window> openedWindows;
};
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