Diggler/Game.hpp
Dorian Wouters f2062d6fe7 Faster atlas creation
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
2016-01-02 20:03:37 +01:00

52 lines
736 B
C++

#ifndef GAME_HPP
#define GAME_HPP
#include <memory>
#include "Superchunk.hpp"
#include "PlayerList.hpp"
#include "LocalPlayer.hpp"
#include "ProgramManager.hpp"
using std::shared_ptr;
namespace Diggler {
namespace UI {
class Manager;
}
class Game {
public:
// Shared
shared_ptr<Superchunk> SC;
PlayerList players;
double Time;
Net::Host H;
// Server
class Server *S;
class ChunkChangeHelper *CCH;
// Client
Blocks *B;
class Config *C;
class GameWindow *GW;
UI::Manager *UIM;
LocalPlayer *LP;
ProgramManager *PM;
Font *F;
struct RenderProperties {
bool bloom, wavingLiquids;
float fogStart, fogEnd;
} *RP;
class Audio *A;
Net::Peer NS;
class KeyBinds *KB;
Game();
void init();
~Game();
};
}
#endif