prosperon/source/engine/gameobject.h

75 lines
1.7 KiB
C

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include <stdio.h>
#include "mathc.h"
#include "config.h"
#include <stdbool.h>
#include <chipmunk/chipmunk.h>
#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 gameobject {
cpBodyType bodytype;
int next;
float scale;
float mass;
float f; /* friction */
float e; /* elasticity */
int flipx; /* 1 or -1 */
int flipy;
cpBody *body; /* NULL if this object is dead */
int id;
struct phys_cbs cbs;
};
extern struct gameobject *gameobjects;
int MakeGameobject();
void gameobject_apply(struct gameobject *go);
void gameobject_delete(int id);
void gameobjects_cleanup();
void toggleprefab(struct gameobject *go);
struct gameobject *get_gameobject_from_id(int id);
struct gameobject *id2go(int id);
int id_from_gameobject(struct gameobject *go);
void gameobject_save(struct gameobject *go, FILE * file);
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, 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 object_gui(struct gameobject *go);
void gameobject_saveall();
void gameobject_loadall();
int gameobjects_saved();
#endif