fencer/game/src/Prop.c
Sara 2dec4da52c feat: colliders now have a separate 'mask' and 'layers'
The mask decides the layers a collider collides with
2024-01-15 22:07:46 +01:00

90 lines
2.2 KiB
C

#include "Prop.h"
#include "debug.h"
#include "game_world.h"
#include "mirror.h"
#include "physics_world.h"
START_REFLECT(Prop)
REFLECT_TYPECLASS(Prop, Transformable)
REFLECT_TYPECLASS(Prop, Drop)
REFLECT_TYPECLASS(Prop, BehaviourEntity)
END_REFLECT(Prop)
impl_Transformable_for(Prop,
PropGetTransform
)
impl_PhysicsEntity_for(Prop,
PropGetRigidBody,
PropOnCollision,
PropOnOverlap
)
impl_Drop_for(Prop,
DestroyProp
)
impl_BehaviourEntity_for(Prop,
PropStart,
PropUpdate,
PropDraw,
PropGetDepth
)
Prop* MakeProp(Sprite* sprite, Shape* shape) {
Prop* self = malloc(sizeof(Prop));
ASSERT_RETURN(self != NULL, NULL, "Failed to allocate space for Prop instance");
*self = (Prop) {
.transform = IdentityTransform,
.sprite = sprite,
.rigidbody = NULL,
.collisionShape = NULL
};
self->rigidbody = rigidbody_make(Prop_as_PhysicsEntity(self));
self->collisionShape = collider_new(Prop_as_PhysicsEntity(self), shape, 0, PHYSICS_LAYER_DEFAULT, PHYSICS_LAYER_DEFAULT);
rigidbody_set_static(self->rigidbody, 1);
sprite_set_origin(self->sprite, MakeVector(0.5f, 1.0f));
return self;
}
Prop* SpawnProp(Vector location, Sprite* sprite, Shape* shape, Vector origin) {
Prop* self = MakeProp(sprite, shape);
self->transform.position
= rigidbody_get_transform(self->rigidbody)->position
= location;
game_world_add_entity(Prop_as_BehaviourEntity(self));
physics_world_add_entity(Prop_as_PhysicsEntity(self));
sprite_set_origin(self->sprite, origin);
return self;
}
void DestroyProp(Prop* self) {
sprite_destroy(self->sprite);
physics_world_remove_entity(Prop_as_PhysicsEntity(self));
collider_destroy(self->collisionShape);
rigidbody_destroy(self->rigidbody);
free(self);
}
void PropStart(Prop* self) {}
void PropUpdate(Prop* self, float deltaTime) {}
void PropDraw(Prop* self) {
sprite_draw(self->sprite, self->transform);
}
void PropOnCollision(Prop* self, Collision collision) {}
void PropOnOverlap(Prop* self, Collider* other) {}
Transform* PropGetTransform(Prop* self) {
return &self->transform;
}
RigidBody* PropGetRigidBody(Prop* self) {
return self->rigidbody;
}