IngameState.hpp 1.1 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950
  1. #pragma once
  2. #include "State.hpp"
  3. #include "Player.hpp"
  4. #include "Foreground.hpp"
  5. #include "Camera.hpp"
  6. #include <ltbl/lighting/LightSystem.h>
  7. class IngameState: public State
  8. {
  9. public:
  10. IngameState();
  11. void init() final;
  12. /**
  13. * @brief Method casted whenever the game's resolution changes.
  14. */
  15. void refresh() final;
  16. void coreThink(const sf::Event& event) final;
  17. void coreInput() final;
  18. void coreUpdate(sf::Time delta) final;
  19. void coreRender(const bool shaders) final;
  20. private:
  21. Player _player;
  22. Foreground _foreground;
  23. Camera _camera;
  24. sf::Sprite _background;
  25. /*sf::Shader _unshadowShader;
  26. sf::Shader _lightOverShapeShader;
  27. sf::Shader _normalsShader;
  28. sf::Texture _penumbraTexture;
  29. ltbl::LightSystem _lightSystem;
  30. std::shared_ptr<ltbl::LightPointEmission> _light;*/
  31. bool _cameraMode;
  32. bool _paused;
  33. sf::RectangleShape _pauseFrame;
  34. sf::Sprite _wasted;
  35. sf::Shader _blurV;
  36. sf::Shader _blurH;
  37. float _blurSize;
  38. float _frameAlpha;
  39. sf::Sound _marioSound;
  40. sf::RenderTexture _backgroundH;
  41. sf::RenderTexture _backgroundV;
  42. };