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#ifndef GAMEOBJECT_H
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#define GAMEOBJECT_H
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#include <stdio.h>
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#include "mathc.h"
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#include "transform.h"
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#include "config.h"
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#include <stdbool.h>
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#include <chipmunk/chipmunk.h>
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2021-11-30 21:29:18 -06:00
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struct mShader;
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struct mSprite;
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struct component;
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struct editor {
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mfloat_t color[3];
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int id;
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bool active;
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bool prefabSync;
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char mname[MAXNAME];
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char *curPrefabPath;
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char prefabName[MAXNAME];
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char rootPrefabName[MAXNAME];
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};
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struct mGameObject {
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struct mTransform transform;
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struct editor editor;
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cpBodyType bodytype;
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float scale;
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float mass;
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cpBody *body;
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float f; /* friction */
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float e; /* elasticity */
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struct component *components;
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char *script;
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};
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extern struct mGameObject *gameobjects;
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struct mGameObject *MakeGameobject();
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2022-01-19 16:43:21 -06:00
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void init_gameobjects();
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void gameobject_delete(int id);
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void clear_gameobjects();
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int number_of_gameobjects();
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void set_n_gameobjects(int n);
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void setup_model_transform(struct mTransform *t, struct mShader *s, float scale);
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void toggleprefab(struct mGameObject *go);
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struct mGameObject *get_gameobject_from_id(int id);
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void gameobject_save(struct mGameObject *go, FILE * file);
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void gameobject_addcomponent(struct mGameObject *go, struct component *c);
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void gameobject_delcomponent(struct mGameObject *go, int n);
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void gameobject_loadcomponent(struct mGameObject *go, int id);
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void gameobject_saveprefab(struct mGameObject *go);
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void gameobject_makefromprefab(char *path);
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void gameobject_syncprefabs(char *revertPath);
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void gameobject_revertprefab(struct mGameObject *go);
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void gameobject_init(struct mGameObject *go, FILE * fprefab);
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void gameobject_update(struct mGameObject *go);
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void update_gameobjects();
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void gameobject_move(struct mGameObject *go, float xs, float ys);
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void gameobject_rotate(struct mGameObject *go, float as);
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void object_gui(struct mGameObject *go);
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#endif
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