This commit is contained in:
2022-08-12 19:03:56 +00:00
parent 406b2b491f
commit b0d2757f70
29 changed files with 519 additions and 442 deletions

View File

@@ -10,9 +10,9 @@
#include <string.h>
#include <chipmunk/chipmunk.h>
#include "resources.h"
#include "nuke.h"
struct vec *gameobjects = NULL;
struct mGameObject *updateGO = NULL;
const int nameBuf[MAXNAME] = { 0 };
const int prefabNameBuf[MAXNAME] = { 0 };
@@ -174,20 +174,11 @@ void toggleprefab(struct mGameObject *go)
}
}
void component_update(struct component *c)
{
if (c->update)
c->update(c->data, c->go);
}
void gameobject_update(struct mGameObject *go)
{
if (go->update) {
updateGO = go;
script_run(updateGO->update);
if (go->script) {
script_run(go->script);
}
vec_walk(go->components, &component_update);
}
void gameobject_move(struct mGameObject *go, float xs, float ys)
@@ -208,3 +199,66 @@ void gameobject_rotate(struct mGameObject *go, float as)
void update_gameobjects() {
vec_walk(gameobjects, &gameobject_update);
}
void object_gui(struct mGameObject *go)
{
float temp_pos[2];
temp_pos[0] = cpBodyGetPosition(go->body).x;
temp_pos[1] = cpBodyGetPosition(go->body).y;
draw_point(temp_pos[0], temp_pos[1], 3);
nk_property_float2(ctx, "Position", 0.f, temp_pos, 1.f, 0.01f, 0.01f);
cpVect tvect = { temp_pos[0], temp_pos[1] };
cpBodySetPosition(go->body, tvect);
float mtry = cpBodyGetAngle(go->body);
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
float modtry2 = modtry;
nk_property_float(ctx, "Angle", -1000.f, &modtry, 1000.f, 0.5f, 0.5f);
modtry -= modtry2;
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
nk_property_float(ctx, "Scale", 0.f, &go->scale, 1000.f, 0.01f, 0.001f);
nk_layout_row_dynamic(ctx, 25, 3);
nk_radio_button_label(ctx, "Static", &go->bodytype, CP_BODY_TYPE_STATIC);
nk_radio_button_label(ctx, "Dynamic", &go->bodytype, CP_BODY_TYPE_DYNAMIC);
nk_radio_button_label(ctx, "Kinematic", &go->bodytype, CP_BODY_TYPE_KINEMATIC);
cpBodySetType(go->body, go->bodytype);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
nk_property_float(ctx, "Mass", 0.01f, &go->mass, 1000.f, 0.01f, 0.01f);
cpBodySetMass(go->body, go->mass);
}
nk_property_float(ctx, "Friction", 0.f, &go->f, 10.f, 0.01f, 0.01f);
nk_property_float(ctx, "Elasticity", 0.f, &go->e, 2.f, 0.01f, 0.01f);
int n = -1;
for (int i = 0; i < go->components->len; i++) {
struct component *c =
(struct component *) vec_get(go->components, i);
if (c->draw_debug)
c->draw_debug(c->data);
if (nk_tree_push(ctx, NK_TREE_NODE, c->name, NK_MINIMIZED)) {
if (nk_button_label(ctx, "Del")) {
n = i;
}
c->draw_gui(c->data);
nk_tree_pop(ctx);
}
}
if (n >= 0)
gameobject_delcomponent(go, n);
}