#pragma once #include "BoneAnimatedModel.h" #include "render/Renderer.h" #include "Environment.h" #include "render/TextureManager.h" #include "SparkEmitter.h" #include "planet/PlanetObject.h" #include "UiManager.h" #include "Projectile.h" #include "utils/TaskManager.h" #include "network/NetworkInterface.h" #include #include #include #include #include #include #include "MenuManager.h" #include "Space.h" #include namespace ZL { class Game { public: Game(); ~Game(); void setup(); void setupPart2(); void update(); void render(); bool shouldExit() const { return Environment::exitGameLoop; } Renderer renderer; TaskManager taskManager; MainThreadHandler mainThreadHandler; //std::unique_ptr networkClient; std::shared_ptr loadingTexture; VertexRenderStruct loadingMesh; bool loadingCompleted = false; std::shared_ptr roomTexture; VertexRenderStruct roomMesh; std::shared_ptr fireboxTexture; VertexRenderStruct fireboxMesh; std::shared_ptr inaiTexture; VertexRenderStruct inaiMesh; std::shared_ptr benchTexture; VertexRenderStruct benchMesh; BoneSystem violaIdleModel; VertexRenderStruct violaIdleModelMutable; BoneSystem violaWalkModel; VertexRenderStruct violaWalkModelMutable; BoneSystem zombieModel; VertexRenderStruct zombieModelMutable; std::shared_ptr violaTexture; float zombieCurrentIdleFrame = 0; int zombieLastIdleFrame = 0; float violaCurrentIdleFrame = 0; float violaCurrentWalkFrame = 0; int violaLastIdleFrame = 0; int violaLastWalkFrame = 0; int violaCurrentAnimation = 0; float cameraAzimuth = 0.0f; float cameraInclination = M_PI * 30.f / 180.f; Eigen::Vector3f violaPosition = Eigen::Vector3f(0.f, 0.f, 0.f); Eigen::Vector3f violaTarget = Eigen::Vector3f(0.f, 0.f, 0.f); float violaFacingAngle = 0.0f; private: bool rightMouseDown = false; int lastMouseX = 0; int lastMouseY = 0; static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f; static constexpr float VIOLA_WALK_SPEED = 3.0f; static constexpr float VIOLA_WALK_THRESHOLD = 0.05f; static constexpr float VIOLA_ROTATION_SPEED = 8.0f; // radians per second float violaTargetFacingAngle = 0.0f; int64_t getSyncTimeMs(); void processTickCount(); void drawScene(); void drawUI(); void drawGame(); void drawLoading(); void handleDown(int64_t fingerId, int mx, int my); void handleUp(int64_t fingerId, int mx, int my); void handleMotion(int64_t fingerId, int mx, int my); #ifdef EMSCRIPTEN static Game* s_instance; static void onResourcesZipLoaded(const char* filename); static void onResourcesZipError(const char* filename); #endif //SDL_Window* window; //SDL_GLContext glContext; int64_t newTickCount; int64_t lastTickCount; uint32_t connectingStartTicks = 0; static constexpr uint32_t CONNECTING_TIMEOUT_MS = 10000; static const size_t CONST_TIMER_INTERVAL = 10; static const size_t CONST_MAX_TIME_INTERVAL = 1000; MenuManager menuManager; //Space space; }; } // namespace ZL