prosperon/source/engine/gameobject.h

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