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world.h
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world.h
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#ifndef WORLD_H
#define WORLD_H
#include <array>
#include <set>
#include <list>
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include "entities/textnode.h"
#include "resources/resourceholder.h"
#include "resources/resourceidentifiers.h"
#include "resources/scriptplayer.h"
#include "resources/musicplayer.h"
#include "events/category.h"
#include "events/commandqueue.h"
#include "entities/spritenode.h"
#include "entities/playerentity.h"
#include "entities/creature.h"
#include "entities/particlenode.h"
#include "entities/uihealthpoints.h"
#include "entities/cameranode.h"
#include "controllers/playercontroller.h"
#include "controllers/aicontroller.h"
#include "controllers/bosscontroller.h"
#include "wave.h"
class Boss;
class World : public sf::NonCopyable
{
public:
friend class Wave;
public:
World(sf::RenderWindow& window, TextureHolder &textures, FontHolder &fonts, SoundPlayer& sounds, MusicPlayer& music, ScriptPlayer& scripts, PlayerController& player);
static World* instance();
void update(sf::Time dt);
void draw();
CommandQueue& getCommandQueue();
void addCreature(int type, float posx);
void addBoss(int type, float posx);
void shakeCamera();
void shakeCameraFor(float sec);
PlayerEntity* player();
bool hasPlayerAlive() const;
void retry();
private:
void loadTextures();
void buildScene();
void handleCollisions();
void destroyEntitiesOutsideView();
void nextWave();
std::size_t creatureCount() const;
private:
enum Layer
{
Background,
Foreground,
Player,
UI,
LayerCount
};
private:
static World* mInstance;
sf::RenderWindow& mWindow;
//sf::RenderTexture mSceneTexture; // Use RenderTexture instead of window to drawto apply some shaders or pre-redering...
sf::View mWorldView;
TextureHolder& mTextures;
FontHolder& mFonts;
SoundPlayer& mSounds;
MusicPlayer& mMusic;
ScriptPlayer& mScripts;
SceneNode mSceneGraph;
std::array<SceneNode*,LayerCount> mSceneLayers;
CommandQueue mCommandQueue;
// Player
PlayerEntity* mPlayer;
// Enemies
std::set<Creature*> mCreatures;
std::set<Creature*> mWaitingCreations;
// Controllers
Wave mWave;
sf::Time mTimer;
AIController mAIController;
BossController mBossController;
unsigned int mPoints;
unsigned int mTmpPoints;
TextNode* mPointsText;
};
#endif // WORLD_H