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package demonchime
import "core:math"
import "core:log"
import "phys"
Bullet :: struct {
handle: Entity_Handle,
body_handle: phys.Body_Handle,
sprite: Sprite,
lifetime: 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 = {
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_handle, body := phys.make_body(body_rect, layers, mask)
body.vel = vel
phys.set_body_position(body_handle, pos)
return make_entity(&state.bullet_list, Bullet{
body_handle = body_handle,
sprite = sprite,
lifetime = lifetime,
})
}
delete_bullet :: proc(bullet_handle: Entity_Handle) {
bullet := get_entity(state.bullet_list, bullet_handle)
phys.remove_body(bullet.body_handle)
delete_entity(&state.platform_list, bullet.handle)
}
update_bullets :: proc(dt: f32) {
iter := iter_entity_list(state.bullet_list)
for bullet in entity_list_iter(&iter) {
bullet.lifetime -= dt
phys.update_body(bullet.body_handle)
body := phys.get_body(bullet.body_handle)
if body.collisions != {} || bullet.lifetime < 0 {
delete_entity(&state.bullet_list, bullet.handle)
}
bullet.sprite.pos = body.pos
}
}
draw_bullets :: proc() {
iter := iter_entity_list(state.bullet_list)
for bullet in entity_list_iter(&iter) {
draw_sprite(bullet.sprite)
body := phys.get_body(bullet.body_handle)
rect := body.rect
rect.start += body.pos
draw_rect(transmute(Rect)rect)
}
}
clear_bullets :: proc() {
iter := iter_entity_list(state.bullet_list)
for bullet in entity_list_iter(&iter) {
delete_bullet(bullet.handle)
}
}
on_room_open_bullets :: proc(room_id: Room_Id) {
clear_bullets()
}
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