prosperon/source/engine/gameobject.h

76 lines
2 KiB
C

#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include <stdio.h>
#include "mathc.h"
#include "transform.h"
#include "config.h"
#include <stdbool.h>
#include <chipmunk/chipmunk.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 {
struct mTransform transform;
struct editor editor;
cpBodyType bodytype;
float scale;
float mass;
cpBody *body;
float f; /* friction */
float e; /* elasticity */
struct component *components;
char *script;
};
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_update(struct gameobject *go);
void update_gameobjects();
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 object_gui(struct gameobject *go);
#endif