#pragma once #include "State.hpp" #include "Player.hpp" #include "Foreground.hpp" #include "Camera.hpp" #include class IngameState: public State { public: IngameState(); void init() final; /** * @brief Method casted whenever the game's resolution changes. */ void refresh() final; void coreThink(const sf::Event& event) final; void coreInput() final; void coreUpdate(sf::Time delta) final; void coreRender(const bool shaders) final; private: Player _player; Foreground _foreground; Camera _camera; sf::Sprite _background; /*sf::Shader _unshadowShader; sf::Shader _lightOverShapeShader; sf::Shader _normalsShader; sf::Texture _penumbraTexture; ltbl::LightSystem _lightSystem; std::shared_ptr _light;*/ bool _cameraMode; bool _paused; sf::RectangleShape _pauseFrame; sf::Sprite _wasted; sf::Shader _blurV; sf::Shader _blurH; float _blurSize; float _frameAlpha; sf::Sound _marioSound; sf::RenderTexture _backgroundH; sf::RenderTexture _backgroundV; };