@brief ��Ϸ����
| 17 | |
| 18 | /// @brief ��Ϸ���� |
| 19 | struct GameObject |
| 20 | { |
| 21 | GAMEOBJECTSTATUS status; // (���ɼ�)����״̬ |
| 22 | size_t id; // (���ɼ�)�����ڶ�����е�id |
| 23 | int64_t uid; // (���ɼ�)����Ψһid |
| 24 | |
| 25 | lua_Number x, y; // �������� |
| 26 | lua_Number lastx, lasty; // (���ɼ�)��һ֡�������� |
| 27 | lua_Number dx, dy; // (ֻ��)��һ֡��������������������ƫ���� |
| 28 | lua_Number rot, omiga; // ��ת�Ƕ���Ƕ����� |
| 29 | lua_Number vx, vy; // �ٶ� |
| 30 | lua_Number ax, ay; // ���ٶ� |
| 31 | lua_Number layer; // ͼ�� |
| 32 | lua_Number a, b; // ��λ�ĺ���������ײ��С��һ�� |
| 33 | lua_Number hscale, vscale; // �������������ʣ���Ӱ����Ⱦ |
| 34 | |
| 35 | bool colli; // �Ƿ������ײ |
| 36 | bool rect; // �Ƿ�Ϊ������ײ�� |
| 37 | bool bound; // �Ƿ�Խ����� |
| 38 | bool hide; // �Ƿ����� |
| 39 | bool navi; // �Ƿ��Զ�ת�� |
| 40 | |
| 41 | // ��colli,a,b,rect����Ӱ�����ײ����Բ�뾶 |
| 42 | lua_Number col_r; |
| 43 | |
| 44 | lua_Integer group; // �������ڵ���ײ�� |
| 45 | lua_Integer timer, ani_timer; // ������ |
| 46 | |
| 47 | Resource* res; // ��Ⱦ��Դ |
| 48 | ResParticle::ParticlePool* ps; // ����ϵͳ |
| 49 | |
| 50 | // ������ |
| 51 | GameObject *pObjectPrev, *pObjectNext; |
| 52 | GameObject *pRenderPrev, *pRenderNext; |
| 53 | GameObject *pCollisionPrev, *pCollisionNext; |
| 54 | |
| 55 | void Reset() |
| 56 | { |
| 57 | status = STATUS_FREE; |
| 58 | id = (size_t)-1; |
| 59 | uid = 0; |
| 60 | |
| 61 | x = y = 0.; |
| 62 | lastx = lasty = 0.; |
| 63 | dx = dy = 0.; |
| 64 | rot = omiga = 0.; |
| 65 | vx = vy = 0.; |
| 66 | ax = ay = 0.; |
| 67 | layer = 0.; |
| 68 | a = b = 0.; |
| 69 | hscale = vscale = 1.; |
| 70 | |
| 71 | colli = bound = true; |
| 72 | rect = hide = navi = false; |
| 73 | |
| 74 | col_r = 0.; |
| 75 | |
| 76 | group = LGOBJ_DEFAULTGROUP; |
nothing calls this directly
no outgoing calls
no test coverage detected