#include "../app/Environment.hpp"
#include "../app/init.hpp"
+#include "../geometry/distance.hpp"
#include "../model/Model.hpp"
#include "../io/WorldSave.hpp"
#include "../world/ChunkIndex.hpp"
chunk_renderer.FogDensity(master.GetWorldConf().fog_density);
loop_timer.Start();
stat_timer.Start();
- if (save.Exists(player)) {
- save.Read(player);
- }
}
void InteractiveState::OnResume() {
if (input.BlockFocus()) {
hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
} else if (input.EntityFocus()) {
- hud.FocusEntity(*input.EntityFocus().entity);
+ hud.FocusEntity(input.EntityFocus().GetEntity());
} else {
hud.FocusNone();
}
}
}
+void InteractiveState::NextCamera() {
+ if (iszero(master.GetEnv().viewport.CameraOffset())) {
+ master.GetEnv().viewport.OffsetCamera(glm::vec3(0.0f, 0.0f, -5.0f));
+ } else {
+ master.GetEnv().viewport.OffsetCamera(glm::vec3(0.0f, 0.0f, 0.0f));
+ }
+}
+
void InteractiveState::Exit() {
save.Write(player);
master.Quit();