Working on game state

This commit is contained in:
Vladislav Khorev committed 2026-06-19 18:39:10 +03:00
1 parent b01e970554
commit 2807d82d51
12 files changed
+501 -445

No files matched your search

+4 -10
View File
@@ -20,6 +20,7 @@
#include <unordered_set>
#include "Location.h"
#include "AudioPlayerAsync.h"
#include "GameState.h"
namespace ZL {
class Game {
@@ -42,23 +43,14 @@ namespace ZL {
VertexRenderStruct loadingMesh;
bool loadingCompleted = false;
std::unordered_map<std::string, std::shared_ptr<Location>> locations;
std::shared_ptr<Location> currentLocation;
GameState gameState;
EditorMode editorMode = EditorMode::None;
// Global darklands state — persists across location transitions.
bool isDarklands = false;
// Returns false if a transition is already in progress.
bool startDarklandsTransition();
bool startNightTransition();
Inventory inventory;
InteractiveObject* pickedUpObject = nullptr;
std::unordered_map<std::string, int> globalInts;
std::unordered_map<std::string, float> globalFloats;
MenuManager menuManager;
void activateSlowMoEffect();
@@ -95,6 +87,8 @@ namespace ZL {
std::unique_ptr<AudioPlayerAsync> audioPlayer;
Location* currentLocation() const;
int64_t getSyncTimeMs();
void processTickCount();
void drawScene();