X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp%2FWorldState.cpp;h=5bb01bfb2bb3fd37d5aa84d4acc2668996b6e858;hb=13e676a6e49128ebc6c63b8dd08bef51d360e8e9;hp=fabd332c6a725b5ea55ca9cf222b11aeaad27f7f;hpb=104592aabdc70b21065c35fe4d092fc6cdaa1f49;p=blank.git diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp index fabd332..5bb01bf 100644 --- a/src/app/WorldState.cpp +++ b/src/app/WorldState.cpp @@ -11,22 +11,27 @@ namespace blank { WorldState::WorldState( Environment &env, + const Generator::Config &gc, const Interface::Config &ic, const World::Config &wc, const WorldSave &save ) : env(env) , block_types() -, world(block_types, wc, save) -, chunk_renderer(world, wc.load.load_dist) -, spawner(world, wc.gen.seed) -, interface(ic, env, world) -, preload(env, world.Loader(), chunk_renderer) -, unload(env, world.Loader()) { +, 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(); } @@ -70,19 +75,22 @@ void WorldState::Update(int dt) { interface.Update(dt); spawner.Update(dt); world.Update(dt); - chunk_renderer.Rebase(interface.Player().ChunkCoords()); + chunk_loader.Update(dt); chunk_renderer.Update(dt); - glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords()); + 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(interface.Player().Position()); - env.audio.Velocity(interface.Player().Velocity()); + env.audio.Position(player.Position()); + env.audio.Velocity(player.Velocity()); env.audio.Orientation(dir, up); } void WorldState::Render(Viewport &viewport) { - viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords())); + Entity &player = *interface.GetPlayer().entity; + viewport.WorldPosition(player.Transform(player.ChunkCoords())); chunk_renderer.Render(viewport); world.Render(viewport); interface.Render(viewport);