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path: root/engine/CoreObjects/DynamicObject.go
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package coreobjects

import rl "github.com/gen2brain/raylib-go/raylib"

// An object loaded from the package. Impmiments GameObject interface
type DynamicObject struct {
	Position rl.Vector2
	Textures []*TextureBlock
	Colliders []*ColliderBlock
}

// The dynamic objects can contain multiple textures. This struct
// represents one of those parts
type TextureBlock struct {
	Texture *rl.Texture2D
	Offset rl.Vector2
}

type ColliderBlock struct {
	Collider Collider
	Offset rl.Vector2
}

func (base *DynamicObject) Create(SceneManager) {
}

func (base *DynamicObject) Destroy() {
}

func (base *DynamicObject) Update() {
}

func (base *DynamicObject) Draw() {
	for _, v := range base.Textures {
		rl.DrawTexture(*v.Texture, 
			int32(base.Position.X + v.Offset.X),
			int32(base.Position.Y + v.Offset.Y),
			rl.White)
	}
	for _, v := range base.Colliders {
		v.Collider.Draw()
	}
}

func (base *DynamicObject) MoveTo(x float32, y float32) {
	base.Position = rl.Vector2 { X: x, Y: y }
	for _, v := range base.Colliders {
		v.Collider.MoveTo(x + v.Offset.X, y + v.Offset.Y)
	}
}

func (base *DynamicObject) Clone() *DynamicObject {
	var outp = DynamicObject {
		Position: base.Position,
		Textures: base.Textures,
		Colliders: base.cloneColliders(),
	}
	return &outp
}

func (base *DynamicObject) cloneColliders() []*ColliderBlock {
	var outp = make([]*ColliderBlock, len(base.Colliders))
	for i, v := range base.Colliders {
		 outp[i] = &ColliderBlock {
			Collider: v.Collider.Clone(),
			Offset: v.Offset,
		}
		 
	}
	return outp
}

func (base *DynamicObject) GetColliders() []Collider {
	var outp = make([]Collider, 0, len(base.Colliders))
	for _, v := range base.Colliders {
		outp = append(outp, v.Collider)
	}
	return outp
}