#ifndef GAMEOBJECT_H #define GAMEOBJECT_H #include #include "mathc.h" #include "transform.h" #include "config.h" #include #include #include "2dphysics.h" struct shader; struct sprite; struct component; struct editor { mfloat_t color[3]; int id; bool active; bool prefabSync; char mname[MAXNAME]; char *curPrefabPath; char prefabName[MAXNAME]; char rootPrefabName[MAXNAME]; }; struct go_temp { struct phys_cbs phys_cbs; }; struct gameobject { struct mTransform transform; struct editor editor; cpBodyType bodytype; float scale; float mass; cpBody *body; float f; /* friction */ float e; /* elasticity */ struct component *components; struct phys_cbs *cbs; }; extern struct gameobject *gameobjects; struct gameobject *MakeGameobject(); void init_gameobjects(); 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 shader *s, float scale); void toggleprefab(struct gameobject *go); struct gameobject *get_gameobject_from_id(int id); int id_from_gameobject(struct gameobject *go); void gameobject_save(struct gameobject *go, FILE * file); void gameobject_addcomponent(struct gameobject *go, struct component *c); void gameobject_delcomponent(struct gameobject *go, int n); void gameobject_loadcomponent(struct gameobject *go, int id); void gameobject_saveprefab(struct gameobject *go); int gameobject_makefromprefab(char *path); void gameobject_syncprefabs(char *revertPath); void gameobject_revertprefab(struct gameobject *go); void gameobject_init(struct gameobject *go, FILE * fprefab); void gameobject_move(struct gameobject *go, float xs, float ys); void gameobject_rotate(struct gameobject *go, float as); void gameobject_setangle(struct gameobject *go, float angle); void gameobject_setpos(struct gameobject *go, float x, float y); void gameobject_draw_debugs(); void object_gui(struct gameobject *go); #endif