, player(*world.AddPlayer(config.player.name))
, hud(env, config, player)
, manip(env, player.GetEntity())
, input(world, player, manip)
, interface(config, env.keymap, input, *this)
, player(*world.AddPlayer(config.player.name))
, hud(env, config, player)
, manip(env, player.GetEntity())
, input(world, player, manip)
, interface(config, env.keymap, input, *this)
, chunk_loader(world.Chunks(), generator, save)
, chunk_renderer(player.GetChunks())
, skeletons()
, chunk_loader(world.Chunks(), generator, save)
, chunk_renderer(player.GetChunks())
, skeletons()
TextureIndex tex_index;
env.loader.LoadBlockTypes("default", block_types, tex_index);
interface.SetInventorySlots(block_types.Size() - 1);
TextureIndex tex_index;
env.loader.LoadBlockTypes("default", block_types, tex_index);
interface.SetInventorySlots(block_types.Size() - 1);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();
spawner.LimitSkeletons(0, skeletons.Size());
if (save.Exists(player)) {
save.Read(player);
chunk_renderer.LoadTextures(env.loader, tex_index);
chunk_renderer.FogDensity(wc.fog_density);
skeletons.Load();
spawner.LimitSkeletons(0, skeletons.Size());
if (save.Exists(player)) {
save.Read(player);