X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FWorldState.cpp;h=5bb01bfb2bb3fd37d5aa84d4acc2668996b6e858;hb=13e676a6e49128ebc6c63b8dd08bef51d360e8e9;hp=12e142ac5a4cfe086f50e084d725162144a464d3;hpb=551573ecb04969696f916aeb5485658e298a7f6b;p=blank.git diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp index 12e142a..5bb01bf 100644 --- a/src/app/WorldState.cpp +++ b/src/app/WorldState.cpp @@ -1,6 +1,8 @@ #include "WorldState.hpp" #include "Environment.hpp" +#include "init.hpp" +#include "TextureIndex.hpp" #include @@ -9,15 +11,35 @@ namespace blank { 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) { +, 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(); } @@ -41,6 +63,9 @@ void WorldState::Handle(const SDL_Event &event) { case SDL_MOUSEWHEEL: interface.Handle(event.wheel); break; + case SDL_QUIT: + env.state.Switch(&unload); + break; default: break; } @@ -50,17 +75,23 @@ void WorldState::Update(int dt) { interface.Update(dt); spawner.Update(dt); world.Update(dt); + chunk_loader.Update(dt); + chunk_renderer.Update(dt); - glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0)); + Entity &player = *interface.GetPlayer().entity; + + 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); }