prosperon/source/engine/gameobject.h

77 lines
1.8 KiB
C

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include "2dphysics.h"
#include "config.h"
#include <chipmunk/chipmunk.h>
#include <stdbool.h>
#include <stdio.h>
#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);
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