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