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<a name="GamePawn_Initialize"></a><a name="Topic1115"></a><div class="CTopic TFunction LC first">
<div class="CTitle">GamePawn_Initialize</div>
<div id="NDPrototype1115" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_Initialize(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="first"></td><td class="PType">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PModifierQualifier first"><span class="SHKeyword">const</span>&nbsp;</td><td class="PType">Game_Sprite*&nbsp;</td><td class="PName last">sprtList,</td></tr><tr><td class="first"></td><td class="PType">u8&nbsp;</td><td class="PName last">sprtNum,</td></tr><tr><td class="first"></td><td class="PType">u8&nbsp;</td><td class="PName last">sprtID,</td></tr><tr><td class="PModifierQualifier first"><span class="SHKeyword">const</span>&nbsp;</td><td class="PType">Game_Action*&nbsp;</td><td class="PName last">actList</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Initialize a game pawn.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to initialize. This is he structure to be used for all other functions.</p></td></tr><tr><td class="CDLEntry">sprtList<div class="CDLParameterType"><span class="SHKeyword">const</span> Game_Sprite*</div></td><td class="CDLDefinition"><p>Array of all sprite layers used to display the pawn. See &lt;Game_Sprite&gt; for details.</p></td></tr><tr><td class="CDLEntry">sprtNum<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>Size of the 'sprtList' table (in entries number).</p></td></tr><tr><td class="CDLEntry">sprtID<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>First srite index to use for the pawn. The pawn will use all sprite indexes from 'sprtID' to 'sprtID + sprtNum - 1'.&nbsp; If &lt;GAMEPAWN_ID_PER_LAYER&gt; compile option is activated, this parmeter is not used as each sprit layer define it's own sprite index.</p></td></tr><tr><td class="CDLEntry">actList<div class="CDLParameterType"><span class="SHKeyword">const</span> Game_Action*</div></td><td class="CDLDefinition"><p>Array of pawn action. Needed to use <a href="../index.html#File:game_pawn.h:GamePawn_SetAction" target="_top" onmouseover="NDContentPage.OnLinkMouseOver(event,1117);" onmouseout="NDContentPage.OnLinkMouseOut(event);" >GamePawn_SetAction</a> function.</p></td></tr></table></div>
</div>
<a name="GamePawn_SetPosition"></a><a name="Topic1116"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetPosition</div>
<div id="NDPrototype1116" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_SetPosition(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PType first">u8&nbsp;</td><td class="PName last">x,</td></tr><tr><td class="PType first">u8&nbsp;</td><td class="PName last">y</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set game pawn position. Force movement even if collision is activated.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to move.</p></td></tr><tr><td class="CDLEntry">x<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>New X coordinate (in pixels).</p></td></tr><tr><td class="CDLEntry">y<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>New Y coordinate (in pixels).</p></td></tr></table></div>
</div>
<a name="GamePawn_SetAction"></a><a name="Topic1117"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetAction</div>
<div id="NDPrototype1117" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_SetAction(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PType first">u8&nbsp;</td><td class="PName last">id</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set game pawn current action index.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to setup.</p></td></tr><tr><td class="CDLEntry">id<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>New action index.</p></td></tr></table></div>
</div>
<a name="GamePawn_SetTileMap"></a><a name="Topic1118"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetTileMap</div>
<div id="NDPrototype1118" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">inline</span> <span class="SHKeyword">void</span> GamePawn_SetTileMap(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PModifierQualifier first"><span class="SHKeyword">const</span>&nbsp;</td><td class="PType">u8*&nbsp;</td><td class="PName last">map</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set the tile map to be used for collision.&nbsp; Available only when GAMEPAWN_TILEMAP_SRC is set to GAMEPAWN_TILEMAP_SRC_RAM.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">map<div class="CDLParameterType"><span class="SHKeyword">const</span> u8*</div></td><td class="CDLDefinition"><p>Pointer to RAM buffer with the tile map. Size must be GAMEPAWN_TILEMAP_WIDTH * GAMEPAWN_TILEMAP_HEIGHT.</p></td></tr></table></div>
</div>
<a name="GamePawn_SetEnable"></a><a name="Topic1119"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetEnable</div>
<div id="NDPrototype1119" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_SetEnable(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PType first"><span class="SHKeyword">bool</span>&nbsp;</td><td class="PName last">enable</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set if pawn is enable or disable. Disabled pawn will not be updated nor drawn.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to update (move, collision, etc.).</p></td></tr><tr><td class="CDLEntry">enable<div class="CDLParameterType"><span class="SHKeyword">bool</span></div></td><td class="CDLDefinition"><p>TRUE to enable the pawn, FALSE to disable it.</p></td></tr></table></div>
</div>
<a name="GamePawn_Disable"></a><a name="Topic1120"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_Disable</div>
<div id="NDPrototype1120" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">inline</span> <span class="SHKeyword">void</span> GamePawn_Disable(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Disable a pawn. Disabled pawn will not be updated nor drawn.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to update (move, collision, etc.).</p></td></tr></table></div>
</div>
<a name="GamePawn_Enable"></a><a name="Topic1121"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_Enable</div>
<div id="NDPrototype1121" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">inline</span> <span class="SHKeyword">void</span> GamePawn_Enable(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Enable a pawn. Enabled pawn will be updated and drawn.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to update (move, collision, etc.).</p></td></tr></table></div>
</div>
<a name="GamePawn_Update"></a><a name="Topic1122"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_Update</div>
<div id="NDPrototype1122" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_Update(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Update animation of the game pawn. Must be called once a frame.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to update (move, collision, etc.).</p></td></tr></table></div>
</div>
<a name="GamePawn_Draw"></a><a name="Topic1123"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_Draw</div>
<div id="NDPrototype1123" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_Draw(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Update rendering of the game pawn. Must be called once a frame.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to draw.</p></td></tr></table></div>
</div>
<a name="Physics"></a><a name="Topic1124"></a><div class="CTopic TGroup LC">
<div class="CTitle">Physics</div>
</div>
<a name="GamePawn_SetMovement"></a><a name="Topic1125"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetMovement</div>
<div id="NDPrototype1125" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">void</span> GamePawn_SetMovement(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PType first">i8&nbsp;</td><td class="PName last">dx,</td></tr><tr><td class="PType first">i8&nbsp;</td><td class="PName last">dy</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set pawn relative movement. Collision can prevent part of the movement.&nbsp; Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to move.</p></td></tr><tr><td class="CDLEntry">x</td><td class="CDLDefinition"><p>New X movement (in pixels).</p></td></tr><tr><td class="CDLEntry">y</td><td class="CDLDefinition"><p>New Y movement (in pixels).</p></td></tr></table></div>
</div>
<a name="GamePawn_SetTargetPosition"></a><a name="Topic1126"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetTargetPosition</div>
<div id="NDPrototype1126" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">inline</span> <span class="SHKeyword">void</span> GamePawn_SetTargetPosition(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn,</td></tr><tr><td class="PType first">u8&nbsp;</td><td class="PName last">x,</td></tr><tr><td class="PType first">u8&nbsp;</td><td class="PName last">y</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Set pawn absolute movement. Collision can prevent part of the movement.&nbsp; Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Address of game pawn structure to move.</p></td></tr><tr><td class="CDLEntry">x<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>New X coordinate (in pixels).</p></td></tr><tr><td class="CDLEntry">y<div class="CDLParameterType">u8</div></td><td class="CDLDefinition"><p>New Y coordinate (in pixels).</p></td></tr></table></div>
</div>
<a name="GamePawn_SetPhysicsCallback"></a><a name="Topic1127"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_SetPhysicsCallback</div>
<div class="CBody"><p>Set pawn physics callback Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn</td><td class="CDLDefinition"><p>Address of game pawn structure to initialize.</p></td></tr><tr><td class="CDLEntry">pcb</td><td class="CDLDefinition"><p>Callback function to be called when physics events occurs.</p></td></tr><tr><td class="CDLEntry">ccb</td><td class="CDLDefinition"><p>Callback function to be called when collision events occurs.</p></td></tr><tr><td class="CDLEntry">boundX</td><td class="CDLDefinition"><p>Bounding box X extend (in pixels, from the pawn's origin).</p></td></tr><tr><td class="CDLEntry">boundY</td><td class="CDLDefinition"><p>Bounding box Y extend (in pixels, from the pawn's origin).</p></td></tr></table></div>
</div>
<a name="GamePawn_GetPhysicsState"></a><a name="Topic1128"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_GetPhysicsState</div>
<div id="NDPrototype1128" class="NDPrototype WideForm"><div class="PSection PParameterSection CStyle"><table><tr><td class="PBeforeParameters"><span class="SHKeyword">inline</span> u8 GamePawn_GetPhysicsState(</td><td class="PParametersParentCell"><table class="PParameters"><tr><td class="PType first">Game_Pawn*&nbsp;</td><td class="PName last">pawn</td></tr></table></td><td class="PAfterParameters">)</td></tr></table></div></div>
<div class="CBody"><p>Get pawn physics state.&nbsp; Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Parameters</div><table class="CDefinitionList"><tr><td class="CDLEntry">pawn<div class="CDLParameterType">Game_Pawn*</div></td><td class="CDLDefinition"><p>Pointer to pawn structure.</p></td></tr></table><div class="CHeading">Return</div><p>Pawn's physics state.</p></div>
</div>
<a name="GamePawn_GetCallbackCellX"></a><a name="Topic1129"></a><div class="CTopic TFunction LC">
<div class="CTitle">GamePawn_GetCallbackCellX</div>
<div id="NDPrototype1129" class="NDPrototype"><div class="PSection PPlainSection"><span class="SHKeyword">inline const</span> u8 GamePawn_GetCallbackCellX()</div></div>
<div class="CBody"><p>Get the X coordinate of the cell that triggered a callback.&nbsp; The value is only valid within a callback.&nbsp; Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Return</div><p>X coordinate of the current cell.</p></div>
</div>
<a name="GamePawn_GetCallbackCellY"></a><a name="Topic1130"></a><div class="CTopic TFunction LC last">
<div class="CTitle">GamePawn_GetCallbackCellY</div>
<div id="NDPrototype1130" class="NDPrototype"><div class="PSection PPlainSection"><span class="SHKeyword">inline const</span> u8 GamePawn_GetCallbackCellY()</div></div>
<div class="CBody"><p>Get the Y coordinate of the cell that triggered a callback.&nbsp; The value is only valid within a callback.&nbsp; Only available if GAMEPAWN_USE_PHYSICS compile option is set to TRUE.</p><div class="CHeading">Return</div><p>Y coordinate of the current cell.</p></div>
</div>
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