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package demonchime

import "core:math"
import "core:math/linalg"
import "core:math/rand"

import "phys"
import "fw"

hugbug_stats := Enemy_Stats {
  max_health = 10,
}

Hugbug :: struct {
  using enemy: Enemy,
  saw_player: bool,

  spawn_position: Vec2,
  target_position: Vec2,
  patrol_timer: f32,
}

make_hugbug :: proc(pos: Vec2) -> (int, ^Hugbug) {
  sprite: Sprite
  init_sprite(&sprite, .Hugbug)
  sprite.offset = {
    f32(sprite.width / 2),
    f32(sprite.height / 2),
  }

  body := phys.make_body(
    phys.Rect{{-4, -4}, {10, 10}},
    layers = {.Enemy},
    mask = {.Player, .Hard},
  )
  phys.set_position(body, pos)

  hugbug := make_enemy(
    Hugbug,
    &hugbug_stats,
    sprite,
    body
  )

  hugbug.ai = .Hugbug
  hugbug.spawn_position = pos
  hugbug.target_position = pos

  return hugbug.handle, hugbug
}

update_hugbug :: proc(e: ^Enemy, dt: f32) {
  hb, is_hugbug := e.variant.(^Hugbug)
  if !is_hugbug {
    return
  }

  pos := phys.get_position(hb.body)
  player_pos := phys.get_position(player.body)

  pursuing := false
  speed: f32 = HUGBUG_PATROL_SPEED
  
  distance := linalg.length2(player_pos - pos)
  if distance < HUGBUG_PURSUE_RANGE*HUGBUG_PURSUE_RANGE {
    hb.target_position = player_pos
    hb.patrol_timer = HUGBUG_PATROL_TIMEOUT_MAX
    speed = HUGBUG_PURSUE_SPEED
    pursuing = true
  } else {
    hb.patrol_timer -= dt
    if hb.patrol_timer < 0 {
      hb.patrol_timer = rand.float32_range(
        HUGBUG_PATROL_TIMEOUT_MIN,
        HUGBUG_PATROL_TIMEOUT_MAX,
      )

      stay_idle := coin_flip()
      if stay_idle {
        hb.target_position = pos
      } else {
        hb.target_position = hb.spawn_position + Vec2{
          rand.float32_range(-HUGBUG_PATROL_RANGE, HUGBUG_PATROL_RANGE),
          rand.float32_range(-HUGBUG_PATROL_RANGE, HUGBUG_PATROL_RANGE),
        }
      }
    }
  }

  accelerate_to_point(hb.body, hb.target_position, speed, HUGBUG_ACCEL)

  contact_damage(hb.body, HUGBUG_DAMAGE)

  hb.sprite.anim_speed = 1

  if f32(fw.get_time()) - hb.hit_timestamp < 0.1 {
    set_sprite_active_tag(&hb.sprite, "hurt")
  } else {
    set_sprite_active_tag(&hb.sprite, "fly")
    if pursuing {
      hb.sprite.anim_speed = 2
    }
  }

  vel := phys.get_velocity(hb.body)
  hb.sprite.scale.x = -1 if vel.x < 0 else 1
  if math.abs(vel.x) < 5 {
    hb.sprite.scale.x = 1
  }
}

object_spawner_hugbug :: proc(obj: Object_Resource) {
  make_hugbug(obj.pos)
}