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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")
}
}
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