68 lines
2 KiB
C
68 lines
2 KiB
C
#ifndef OBJECT_H
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#define OBJECT_H
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#include <avr/io.h>
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#include <avr/pgmspace.h>
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#include "../util/rectangle/rectangle.h"
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#include "types/asteroid/asteroid.h"
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#include "types/astronaut/astronaut.h"
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#include "types/background/background.h"
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#include "types/spaceship/spaceship.h"
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#include "types/bullet/bullet.h"
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#include "types/heart/heart.h"
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#include "prototype.h"
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// Objects (they could have been called GameObjects) have a simple
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// hierarchy. A prototype/flyweight motivated system is used.
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// Each type has some common data and methods which are stored
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// in their respective prototype.
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// This module provides us with the methods to easily and mostly
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// transparently access an object's prototype.
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typedef union {
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struct _background_t background;
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struct _spaceship_t spaceship;
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struct _astronaut_t astronaut;
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struct _asteroid_t asteroid;
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struct _bullet_t bullet;
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struct _heart_t heart;
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} object_specific_data_t;
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struct _object_t {
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Prototype const* prototype;
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Vec2 position;
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object_specific_data_t as;
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};
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// Set the prototype of the holder and initialize all the holder's
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// vale to zero. Return the freshly updated holder
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Object* createObject(Prototype const* prototype, Object* holder);
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// Call the tick function referenced in the object's prototype
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// on the object itself
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// Object might react to the elapsed time.
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// Does nothing when called with NULL.
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void tickObject(Object* object, uint8_t previousFrameTime);
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// Call the draw function referenced in the object's prototype
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// on the object itself.
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// Does nothing when called with NULL.
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void drawObject(Object* object, Rectangle compositingWindow);
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// Find out the prototype of the object and return the size of that
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Vec2 getSize(Object const* object);
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Vec2 getSizeFromPrototype(Prototype const* prototype);
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// Move the position of the object by a vector
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void move(Object* object, Vec2 value);
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// Get a new rectangle from the objects position and its
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// prototype's size
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Rectangle getBoundingBox(Object const* object);
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#endif
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