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#pragma once
#include <mutex>
#include <queue>
#include <memory>
#include <glm/mat4x4.hpp>
#include "World.hpp"
#include "Window.hpp"
class Packet;
class NetworkClient;
class Entity;
class GameState {
public:
GameState() = default;
~GameState() = default;
void Update(float deltaTime);
void UpdatePacket(std::shared_ptr<Packet> ptr);
enum Direction {
FORWARD, BACKWARD, LEFT, RIGHT, JUMP
};
void StartDigging();
void FinishDigging();
void CancelDigging();
void PlaceBlock();
void HandleMovement(GameState::Direction direction, float deltaTime);
void HandleRotation(double yaw, double pitch);
glm::mat4 GetViewMatrix();
Entity* player;
World world;
std::string g_PlayerUuid = "";
std::string g_PlayerName = "";
bool g_IsGameStarted = false;
int g_PlayerEid = 0;
int g_Gamemode = 0;
int g_Dimension = 0;
unsigned char g_Difficulty = 0;
unsigned char g_MaxPlayers = 0;
std::string g_LevelType = "";
bool g_ReducedDebugInfo = false;
Vector g_SpawnPosition;
bool g_PlayerInvulnerable = false;
bool g_PlayerFlying = false;
bool g_PlayerAllowFlying = false;
bool g_PlayerCreativeMode = false;
float g_PlayerFlyingSpeed = 0;
float g_PlayerFovModifier = 0;
float g_PlayerHealth = 0;
long long WorldAge = 0;
long long TimeOfDay = 0;
Window playerInventory;
std::vector<Window> openedWindows;
bool isBlockSelected;
Vector selectedBlock;
float distanceToSelectedBlock;
VectorF raycastHit;
double interpolatedTimeOfDay;
bool doDaylightCycle = true;
};
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