Danbias/Code/Game/DanBiasGame/GameClientState/GameState.h

54 lines
1.1 KiB
C++

#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
#include "Camera.h"
namespace DanBias
{
namespace Client
{
class GameState : public GameClientState
{
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
private:
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
Camera* camera;
int myId;
struct myData;
myData* privData;
public:
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::wstring mapFile) ;
bool InitCamera(Oyster::Math::Float3 startPos) ;
gameStateState LoadGame();
void setClientId(int id);
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void Protocol(ProtocolStruct* pos)override;
void Protocol(PlayerPos* pos);
void Protocol(ObjPos* pos);
void Protocol( NewObj* pos );
void Protocol(RemoveObj* obj);
//void Protocol(LightPos pos);
};
};
};
#endif