#pragma once #include "Level.h" #include "ItemManager.h" #include "Player.h" #include "Item.h" #include "Vector2f.h" #include "Camera.h" #include "Hud.h" #include "SoundEffect.h" #include "EnemyManager.h" #include "ParticleManager.h" class Game { public: explicit Game( const Window& window ); Game(const Game& other) = delete; Game& operator=(const Game& other) = delete; Game(Game&& other) = delete; Game& operator=(Game&& other) = delete; ~Game(); void Update( float elapsedSec ); void Draw( ) const; // Event handling void ProcessKeyDownEvent( const SDL_KeyboardEvent& e ); void ProcessKeyUpEvent( const SDL_KeyboardEvent& e ); void ProcessMouseMotionEvent( const SDL_MouseMotionEvent& e ); void ProcessMouseDownEvent( const SDL_MouseButtonEvent& e ); void ProcessMouseUpEvent( const SDL_MouseButtonEvent& e ); static bool DrawDebug; private: // DATA MEMBERS const Window m_Window; std::vector<SDL_GameController*> m_Controllers; Camera m_Camera; Hud m_Hud; Level m_Level; Player m_Player; ItemManager m_ItemManager; EnemyManager m_EnemyManager; ParticleManager m_ParticleManager; bool m_EndReached; Texture m_CursorTexture; Point2f m_MousePos; float m_MouseIdleAccu; const float m_MouseIdleLimit; const float m_CursorSize; float m_CursorFadeoutAccu; const float m_CursorFadeoutDuration; // FUNCTIONS void Initialize( ); void Cleanup( ); void ClearBackground( ) const; void ShowInstructions( ) const; void DoCollisionTests( ); void SetupControllers( ); void DrawCursor() const; void UpdateCursor(float elapsedSec); };