64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
#ifndef DANBIAS_CLIENT_GAMESTATE_H
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#define DANBIAS_CLIENT_GAMESTATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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#include <string>
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#include "Camera.h"
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#include "LevelLoader/LevelLoader.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_StaticObj.h"
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#include "DynamicArray.h"
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namespace DanBias
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{
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namespace Client
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{
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class GameState : public GameClientState
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{
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enum gameStateState
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{
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gameStateState_loading,
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gameStateState_playing,
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gameStateState_end,
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};
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private:
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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Camera* camera;
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int myId;
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float pitch;
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struct myData;
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myData* privData;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
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//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
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public:
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GameState(void);
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~GameState(void);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
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bool LoadModels(std::string mapFile);
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bool LoadModels();
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
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gameStateState LoadGame();
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void readKeyInput(InputClass* KeyInput);
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bool Render(float dt)override;
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bool Release()override;
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void Protocol(ProtocolStruct* pos)override;
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void Protocol(PlayerPos* pos);
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void Protocol(ObjPos* pos);
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void Protocol( NewObj* pos );
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void Protocol(RemoveObj* obj);
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//void Protocol(LightPos pos);
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};
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};
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};
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#endif |