Block selection Chunk de/compression now uses internal buffer directly (0-copy) Optimized Chunk vertices list order (faster vert access from GPU cache) F5 Debug info: added triangle count Implemented ladder climb Road + jump pad makes you jump farther Fixed bad fog color blending (alpha-channel) Changed LZFX and enet compilation to Release, -O3
44 lines
879 B
C++
44 lines
879 B
C++
#include "Game.hpp"
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#include "GlobalProperties.hpp"
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#include "ChunkChangeHelper.hpp"
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#include "Audio.hpp"
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#include "KeyBinds.hpp"
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namespace Diggler {
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Game::Game() : players(this), CCH(nullptr), GW(nullptr), LP(nullptr), PM(nullptr) {
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SC = std::make_shared<Superchunk>(this);
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}
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void Game::init() {
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if (GlobalProperties::IsClient) {
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B = new Blocks;
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PM = new ProgramManager(*this);
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LP = new LocalPlayer(this);
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RP = new RenderProperties; { // TODO move somewhere else?
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RP->bloom = true;
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RP->wavingLiquids = !true;
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RP->fogStart = 16;
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RP->fogEnd = 32;
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}
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A = new Audio(*this);
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KB = new KeyBinds;
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}
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if (GlobalProperties::IsServer) {
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CCH = new ChunkChangeHelper();
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}
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}
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Game::~Game() {
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if (GlobalProperties::IsClient) {
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delete B;
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delete PM; delete LP;
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delete RP; delete A;
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delete KB;
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}
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if (GlobalProperties::IsServer) {
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delete CCH;
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}
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}
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} |