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package demonchime
import "core:math"
import "core:math/linalg"
import "core:log"
import "phys"
Bullet :: struct {
handle: Entity_Handle,
body: phys.Body_Handle,
sprite: Sprite,
vel: Vec2,
lifetime: f32,
lifetime_max: f32,
}
make_bullet :: proc(
pos: Vec2,
vel: Vec2,
lifetime: f32 = 5,
image_id := Image_Id.BULLET,
layers: bit_set[phys.Layer;u16] = {.PLAYER_PROJECTILE},
mask: bit_set[phys.Layer;u16] = {.DEFAULT},
) -> (Entity_Handle, ^Bullet) {
sprite: Sprite
init_sprite(&sprite, image_id)
sprite.offset = {
0,
// math.round(f32(sprite.width) * 0.5),
math.round(f32(sprite.height) * 0.5),
}
sprite.rotation = math.atan2(vel.y, vel.x) * math.DEG_PER_RAD
sprite.pos = pos
body_rect := phys.Rect{
start = {-3, -3},
size = {6, 6},
}
body := phys.make_body(body_rect, layers, mask)
phys.set_velocity(body, vel)
phys.set_position(body, pos)
return make_entity(&state.bullet_list, Bullet{
body = body,
sprite = sprite,
vel = vel,
lifetime = lifetime,
lifetime_max = lifetime,
})
}
delete_bullet :: proc(h: Entity_Handle) {
b := get_entity(state.bullet_list, h)
phys.remove_body(b.body)
delete_entity(&state.bullet_list, h)
}
update_bullets :: proc(dt: f32) {
iter := iter_entity_list(state.bullet_list)
for b in entity_list_iter(&iter) {
b.lifetime -= dt
phys.update_body(b.body)
if phys.get_collisions(b.body) != nil || b.lifetime < 0 {
delete_bullet(b.handle)
continue
}
phys.set_velocity(
b.body,
linalg.lerp(b.vel, Vec2{0, 0}, 1 - b.lifetime / b.lifetime_max),
)
b.sprite.pos = phys.get_position(b.body)
b.sprite.scale.x = math.max(b.lifetime / b.lifetime_max, 0.1)
}
}
draw_bullets :: proc() {
iter := iter_entity_list(state.bullet_list)
for b in entity_list_iter(&iter) {
draw_sprite(b.sprite)
}
}
clear_bullets :: proc() {
iter := iter_entity_list(state.bullet_list)
for b in entity_list_iter(&iter) {
delete_bullet(b.handle)
}
}
on_room_open_bullets :: proc(room_id: Room_Id) {
clear_bullets()
}
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