#ifndef DEF_GAME #define DEF_GAME extern "C" { #define __BSD_VISIBLE 1 #include //#include "MonochromeLib.h" } //#include "camera.hpp" //#include "Structures.hpp" #include "windmill.hpp" //#include "Scene_Map.hpp" //#include "Debug.hpp" //#include "Toolbox.h" #define MAP_EXTERIOR_LIMIT 1000 #define COL_NO 0 #define COL_GROUND 1 #define COL_WALL 2 #define COL_ON 3 #define COL_CARA 4 #define COL_BOUND 5 class Player { public: Player(); void teleport(float _x, float _y, float _z, float _yaw, float _pitch); float x, y, z, yaw, pitch; bool moving, jumping, turning; float height; float total_height; float belly; float action_distance; float translation_speed; float rotation_speed; float jump_speed; float translation_speed_max; float translation_acceleration; float rotation_speed_max; float jump_speed_max; bool dissociate_camera; bool can_move; }; class Game { public: Game(); void new_game(); // bool player_close_to(float x, float y); // bool player_close_to(Object* object); // bool player_contact_with(Object* object); //Object* get_object(int id); //Collision_flag collision(float* new_x, float* new_y, float* new_z); //bool CollisionDroiteSeg(Vecteur wall, Vecteur player); Map *map; Player player; float time_game; bool* switchs[100]; float* variables[100]; //float time_map; }; #endif