#ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include "2dphysics.h" #include "config.h" #include #include #include #include "quickjs/quickjs.h" #include "HandmadeMath.h" struct shader; struct sprite; struct component; struct gameobject { cpBodyType bodytype; int next; float scale; HMM_Vec3 scale3; float mass; float f; /* friction */ float e; /* elasticity */ float maxvelocity; float maxangularvelocity; int gravity; float damping; int flipx; /* 1 or -1 */ int flipy; int sensor; unsigned int layer; cpShapeFilter filter; cpBody *body; /* NULL if this object is dead */ int id; struct phys_cbs cbs; struct shape_cb *shape_cbs; JSValue ref; }; extern struct gameobject *gameobjects; int MakeGameobject(); void gameobject_apply(struct gameobject *go); void gameobject_delete(int id); void gameobjects_cleanup(); void gameobject_set_sensor(int id, int sensor); struct gameobject *get_gameobject_from_id(int id); struct gameobject *id2go(int id); int id_from_gameobject(struct gameobject *go); int go2id(struct gameobject *go); int body2id(cpBody *body); cpBody *id2body(int id); int shape2gameobject(cpShape *shape); struct gameobject *shape2go(cpShape *shape); uint32_t go2category(struct gameobject *go); uint32_t go2mask(struct gameobject *go); void go_shape_apply(cpBody *body, cpShape *shape, struct gameobject *go); /* Tries a few methods to select a gameobject; if none is selected returns -1 */ int pos2gameobject(cpVect pos); void gameobject_move(struct gameobject *go, cpVect vec); void gameobject_rotate(struct gameobject *go, float as); void gameobject_setangle(struct gameobject *go, float angle); void gameobject_setpos(struct gameobject *go, cpVect vec); void gameobject_draw_debugs(); void gameobject_draw_debug(int go); void object_gui(struct gameobject *go); void gameobject_saveall(); void gameobject_loadall(); int gameobjects_saved(); #endif