package demonchime import "core:math" import "core:math/linalg" import "core:log" import hm "core:container/handle_map" import "fw" import "phys" muntik_stats := Enemy_Stats{ max_health = 5, } Muntik :: struct { using enemy: Enemy, walk_dir: f32, } make_muntik :: proc(pos: Vec2, direction: f32) -> (int, ^Muntik) { sprite: Sprite init_sprite(&sprite, .Muntik) sprite.offset = { f32(sprite.width / 2), f32(sprite.height), } body := phys.make_body( phys.Rect{-sprite.offset, {14, 10}}, layers = {.Enemy}, mask = {.Player, .Hard}, ) phys.set_position(body, pos) muntik := make_enemy( Muntik, &muntik_stats, sprite, body, ) muntik.ai = .Muntik muntik.walk_dir = direction return muntik.handle, muntik } update_muntik :: proc(e: ^Enemy, dt: f32) { m, is_muntik := e.variant.(^Muntik) if !is_muntik { return } vel := phys.get_velocity(m.body) vel.x = dt_lerp(vel.x, m.walk_dir * MUNTIK_SPEED, 20) vel.y = math.min(vel.y + GRAVITY * dt, TERMINAL_VELOCITY) phys.set_velocity(m.body, vel) pos := phys.get_position(m.body) turnaround_rc_start := Vec2{pos.x + m.walk_dir * 4, pos.y} turnaround_rc := phys.make_raycast( turnaround_rc_start, turnaround_rc_start + {0, 16}, ) collisions := phys.get_colliding_bodies(m.body) defer delete(collisions) for body in collisions { layers := phys.get_layers(body) if .Player in layers { bpos := phys.get_position(body) dir := linalg.normalize0(bpos - pos) * 500 player_take_damage(MUNTIK_DAMAGE, dir) } } if !phys.is_colliding(turnaround_rc) || .Horizontal in phys.get_collisions(m.body) { m.walk_dir *= -1 } m.sprite.scale.x = -m.walk_dir if f32(fw.get_time()) - m.hit_timestamp < 0.1 { set_sprite_active_tag(&m.sprite, "hurt") } else { set_sprite_active_tag(&m.sprite, "walk") } }