#include "WorldState.hpp"
#include "Environment.hpp"
+#include "init.hpp"
+#include "TextureIndex.hpp"
#include <SDL.h>
WorldState::WorldState(
Environment &env,
+ const Generator::Config &gc,
const Interface::Config &ic,
const World::Config &wc,
const WorldSave &save
)
: env(env)
-, 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();
+ // 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_loader.Update(dt);
+ chunk_renderer.Update(dt);
+
+ Entity &player = *interface.GetPlayer().entity;
- glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
+ glm::mat4 trans = player.Transform(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(player.Position());
+ env.audio.Velocity(player.Velocity());
env.audio.Orientation(dir, up);
-
}
void WorldState::Render(Viewport &viewport) {
+ Entity &player = *interface.GetPlayer().entity;
+ viewport.WorldPosition(player.Transform(player.ChunkCoords()));
+ chunk_renderer.Render(viewport);
world.Render(viewport);
interface.Render(viewport);
}