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#ifndef GAME_H
#define GAME_H
#include <memory>
#include <functional>
#include "renderer.h"
#include <list>
class Entity;
class Map;
const int TILE_WIDTH = 8;
const int TILE_HEIGHT = 8;
const int GAME_WIDTH = 320;
const int GAME_HEIGHT = 200;
const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH;
const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT - 1;
const int FRAMES_PER_SECOND = 60;
const double SECONDS_PER_FRAME = 1.0 / FRAMES_PER_SECOND;
struct Savefile {
const Map* map;
std::pair<double, double> position;
};
class Game {
public:
Game();
void execute(GLFWwindow* window);
void loadMap(const Map& map, std::pair<double, double> position);
void detectCollision(Entity& collider, std::pair<double, double> old_position);
void saveGame();
void schedule(double time, std::function<void ()> callback);
void playerDie();
private:
friend void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
std::list<std::shared_ptr<Entity>> entities;
std::list<std::shared_ptr<Entity>> nextEntities;
std::pair<double, double> nextPosition;
bool newWorld;
std::shared_ptr<Entity> player;
const Map* currentMap;
Savefile save;
std::list<std::pair<double, std::function<void ()>>> scheduled;
bool shouldQuit = false;
};
#endif
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