#ifndef GAME_H #define GAME_H #include "client/input/Control.h" #include "client/utils/Clock.h" #include "client/rendering/RenderSettings.h" #include "client/rendering/Renderer.h" #include "client/rendering/Mesh.h" #include "client/rendering/FileTexture.h" #include "client/rendering/FontRenderer.h" #include "common/world/World.h" #include "common/block/BlockRegistry.h" #include "rendering/renderer/WorldRenderer.h" class Game final { public: Game(const Control& control, const Clock& fps, const Clock& tps, RenderSettings& renderSettings); void tick(); void renderWorld(float lag, Renderer& renderer) const; void renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) const; bool isRunning() const; private: Vector splineTangent(const Vector& prev, const Vector& current, const Vector& next) const; Vector interpolate(const Vector& a, const Vector& b, const Vector& tanA, const Vector& tanB, float t) const; float distance(uint index, uint splits) const; Vector pointUntilDistance(float leftDistance, uint index, uint splits) const; void getPointsAndTangents(uint index, Vector& a, Vector& b, Vector& tanA, Vector& tanB) const; void updateDistances(); const Control& control; const Clock& fps; const Clock& tps; RenderSettings& renderSettings; Vector lastPos; mutable Vector pos; Quaternion lastRotation; Quaternion rotation; BlockRegistry blockRegistry; World world; WorldRenderer worldRenderer; struct Point { Vector pos; Quaternion q; float distance; }; List cameraPoints; uint pointIndex; float moveSpeed; float movedLength; enum Mode { AUTO, PLAYER }; Mode mode; }; #endif