#pragma once #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 namespace ZL { struct BoxCoords { Vector3f pos; Matrix3f m; }; class Game { public: Game(); ~Game(); void setup(); void update(); void render(); bool shouldExit() const { return Environment::exitGameLoop; } Renderer renderer; TaskManager taskManager; MainThreadHandler mainThreadHandler; std::unique_ptr networkClient; private: void processTickCount(); void drawScene(); void drawCubemap(float skyPercent); void drawShip(); void drawBoxes(); void drawUI(); void drawRemoteShips(); void fireProjectiles(); void handleDown(int mx, int my); void handleUp(int mx, int my); void handleMotion(int mx, int my); void extrapolateRemotePlayers(); SDL_Window* window; SDL_GLContext glContext; size_t newTickCount; size_t lastTickCount; std::vector boxCoordsArr; std::vector boxRenderArr; std::unordered_map latestRemotePlayers; static const size_t CONST_TIMER_INTERVAL = 10; static const size_t CONST_MAX_TIME_INTERVAL = 1000; std::shared_ptr sparkTexture; std::shared_ptr spaceshipTexture; std::shared_ptr cubemapTexture; VertexDataStruct spaceshipBase; VertexRenderStruct spaceship; VertexRenderStruct cubemap; std::shared_ptr boxTexture; VertexDataStruct boxBase; SparkEmitter sparkEmitter; SparkEmitter projectileEmitter; SparkEmitter explosionEmitter; PlanetObject planetObject; UiManager uiManager; std::vector> projectiles; std::shared_ptr projectileTexture; float projectileCooldownMs = 500.0f; uint64_t lastProjectileFireTime = 0; int maxProjectiles = 32; std::vector shipLocalEmissionPoints; bool shipAlive = true; bool gameOver = false; std::vector boxAlive; float shipCollisionRadius = 3.5f; float boxCollisionRadius = 2.0f; bool uiGameOverShown = false; bool showExplosion = false; }; } // namespace ZL