package demonchime import "draw" import "phys" Platform :: struct { handle: Entity_Handle, body: phys.Body_Handle, } make_platform :: proc(rect: Rect) -> (Entity_Handle, ^Platform) { handle, body := phys.make_body(transmute(phys.Rect)rect) return make_entity(&state.platform_list, Platform{body = handle}) } draw_platforms :: proc() { iter := iter_entity_list(state.platform_list) draw.renderer.tint = {1, 0, 0, 0.25} for p in entity_list_iter(&iter) { body := phys.get_body(p.body) draw.rect(cast(draw.Rect)body.rect) } draw.renderer.tint = {1, 1, 1, 1} } clear_platforms :: proc() { iter := iter_entity_list(state.platform_list) for p in entity_list_iter(&iter) { phys.remove_body(p.body) delete_entity(&state.platform_list, p.handle) } } setup_room_collisions :: proc() { clear_platforms() iterate_room_tiles(current_room.id, proc(x: i32, y: i32, tile_id: u32) { tile := tiles[tile_id] for coll in tile.collisions { make_platform({coll.start + {f32(x), f32(y)}, coll.size}) } }) } on_room_open_platforms :: proc(room_id: Room_Id) { setup_room_collisions() } object_spawner_collision :: proc(obj: Object_Resource) { make_platform(Rect{obj.pos, obj.size}) }