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- #pragma once
- #include "State.hpp"
- #include "Player.hpp"
- #include "Foreground.hpp"
- #include "Camera.hpp"
- #include <ltbl/lighting/LightSystem.h>
- 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<ltbl::LightPointEmission> _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;
- };
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