shooter/Shooter.h

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//
// Created by Иван Ильин on 22.09.2021.
//
#ifndef SHOOTER_SHOOTER_H
#define SHOOTER_SHOOTER_H
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#include "engine/Engine.h"
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#include "player/Player.h"
#include "player/PlayerController.h"
#include "player/PlayerController.h"
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#include "engine/gui/Window.h"
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#include "network/ShooterClient.h"
#include "network/ShooterServer.h"
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class Shooter final : public Engine {
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private:
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std::shared_ptr<Player> player = std::make_shared<Player>(ObjectNameTag("Player"),
ShooterConsts::CUBE_OBJ,
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Vec3D{1.5, 1.2, 1.5});
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std::shared_ptr<PlayerController> playerController = std::make_shared<PlayerController>(player, keyboard, mouse);
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Window mainMenu;
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std::shared_ptr<ShooterServer> server = std::make_shared<ShooterServer>();
std::shared_ptr<ShooterClient> client = std::make_shared<ShooterClient>(player);
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bool inGame = false;
int fireTraces = 0;
void start() override;
void update() override;
void gui() override;
void play();
void drawPlayerStats();
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void drawStatsTable();
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void initNetwork();
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void spawnPlayer(sf::Uint16 id);
void removePlayer(sf::Uint16 id);
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void addFireTrace(const Vec3D &from, const Vec3D &to);
void removeFireTrace(const ObjectNameTag &traceName);
void addBonus(const std::string &bonusName, const Vec3D &position);
void removeBonus(const ObjectNameTag &bonusName);
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void addWeapon(std::shared_ptr<Weapon> weapon);
void removeWeapon(std::shared_ptr<Weapon> weapon);
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void changeEnemyWeapon(const std::string &weaponName, sf::Uint16 enemyId);
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public:
Shooter() : mainMenu(screen, mouse) {};
};
#endif //SHOOTER_SHOOTER_H