Working on game state
This commit is contained in:
1 parent
b01e970554
commit
2807d82d51
12 files changed
+501
-445
No files matched your search
+4
-10
@@ -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();
|
||||
|
||||
Reference in new issue
Block a user