#include "WorldState.hpp"
#include "Environment.hpp"
+#include "init.hpp"
#include "TextureIndex.hpp"
#include <SDL.h>
, preload(env, world.Loader(), chunk_renderer)
, unload(env, world.Loader()) {
TextureIndex tex_index;
- env.assets.LoadBlockTypes("default", block_types, tex_index);
- chunk_renderer.LoadTextures(env.assets, tex_index);
+ env.loader.LoadBlockTypes("default", block_types, tex_index);
+ chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
// TODO: better solution for initializing HUD
interface.SelectNext();
void WorldState::OnEnter() {
env.state.Push(&preload);
+ env.window.GrabMouse();
}
interface.Update(dt);
spawner.Update(dt);
world.Update(dt);
- chunk_renderer.Rebase(world.Player().ChunkCoords());
+ chunk_renderer.Rebase(interface.Player().ChunkCoords());
chunk_renderer.Update(dt);
- glm::mat4 trans = world.Player().Transform(world.Player().ChunkCoords());
+ glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- env.audio.Position(world.Player().Position());
- env.audio.Velocity(world.Player().Velocity());
+ env.audio.Position(interface.Player().Position());
+ env.audio.Velocity(interface.Player().Velocity());
env.audio.Orientation(dir, up);
-
}
void WorldState::Render(Viewport &viewport) {
- viewport.WorldPosition(world.Player().Transform(world.Player().ChunkCoords()));
+ viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
chunk_renderer.Render(viewport);
world.Render(viewport);
interface.Render(viewport);