-, world(env.assets, wc, save)
-, spawner(world)
-, interface(ic, env, world)
-, preload(env, world.Loader())
-, unload(env, world.Loader()) {
-
+, block_types()
+, world(block_types, wc)
+, interface(ic, env, world, world.AddPlayer(ic.player_name))
+, generator(gc)
+, chunk_loader(world.Chunks(), generator, save)
+, chunk_renderer(*interface.GetPlayer().chunks)
+, skeletons()
+, spawner(world, skeletons, gc.seed)
+, preload(env, chunk_loader, chunk_renderer)
+, unload(env, world.Chunks(), save) {
+ TextureIndex tex_index;
+ env.loader.LoadBlockTypes("default", block_types, tex_index);
+ chunk_renderer.LoadTextures(env.loader, tex_index);
+ chunk_renderer.FogDensity(wc.fog_density);
+ skeletons.Load();
+ spawner.LimitSkeletons(0, skeletons.Size());
+ // TODO: better solution for initializing HUD
+ interface.SelectNext();