38 void processKeyUp(
const int& key);
39 void processKeyDown(
const int& key);
40 void processCommands();
41 void processNormalKeyUp(
const unsigned char& key);
42 void processNormalKeyDown(
const unsigned char& key);
44 KeyState* getKeyState() {
return &keyState_; }
45 KeyState* getSpecialKeyState() {
return &specialKeyState_; }
47 void processMouseMove(
const int& x,
const int& y);
48 float getMouseX() {
return mouseX_; }
49 float getMouseY() {
return mouseY_; }
51 void loadLevel(
const char*);
52 void loadLevelFromBuffer(
const char*);
54 bool loadGame(
const std::string&);
55 bool loadIntroCredits();
57 void updateGame(
const float&);
64 float getFps() {
return fps_; }
69 void renderText(
const char* s,
const float &x,
const float &y) {
71 TextGameObject::render_string(GLUT_BITMAP_HELVETICA_18, s);
74 SoundFX* getSoundFxClass() {
return &soundFx_; }
75 bool getIsRunning() {
return isRunning_; }
77 GameLevel* getCurrentLevel() {
return currentLevel_; }
81 currentLevel_ = storedLevel_;
85 bool loadPng(
const char*,
unsigned char**,
unsigned int*,
unsigned int*,
unsigned int*);
88 void getTerrainInfo(
int &x,
int &z,
float &height,
int &type,
float &red,
float &green,
float &blue);
89 void updateTerrain(
int &x,
int &z,
float &height,
int &type,
float &red,
float &green,
float &blue);
91 void updateColor(
float &red,
float &green,
float &blue);
93 void setMouseX(
float mouseX) { mouseX_ = mouseX; }
94 void setMouseY(
float mouseY) { mouseY_ = mouseY; }
99 Camera *mainCamera_, *c1_, *c2_, *c3_, *c4_;
100 KeyState keyState_, specialKeyState_;
103 ALCdevice *alcDevice_;
104 ALCcontext *alcContext_;
110 lua_State* luaState_;
112 bool isRunning_, isIntroRunning_, isPaused_;
114 float mouseX_, mouseY_;
117 GLuint shaderTexture_[1];
120 void prepLevelLoad();
127 int last_x, last_z, last_type;
129 float last_red, last_green, last_blue;
130 bool paint, paintColor;