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package demonchime
import "core:math"
import hm "core:container/handle_map"
import "fw"
import "phys"
Muntik :: struct {
handle: Handle,
body: phys.Body_Handle,
sprite: Sprite,
walk_dir: f32,
}
make_muntik :: proc(pos: Vec2, direction: f32) -> (Handle, ^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, 9}},
layers = {.Enemy},
)
phys.set_position(body, pos)
handle := hm.add(&state.muntik_list, Muntik{
body = body,
sprite = sprite,
walk_dir = direction,
})
return handle, hm.get(&state.muntik_list, handle)
}
update_muntiks :: proc(dt: f32) {
iter := hm.iterator_make(&state.muntik_list)
for m, _ in hm.iterate(&iter) {
vel := phys.get_velocity(m.body)
vel.x = m.walk_dir * MUNTIK_SPEED
vel.y = math.min(vel.y + GRAVITY * dt, TERMINAL_VELOCITY)
phys.set_velocity(m.body, vel)
phys.update_body(m.body)
pos := phys.get_position(m.body)
m.sprite.pos = pos
m.sprite.scale.x = -m.walk_dir
set_sprite_active_tag(&m.sprite, "walk")
update_sprite(&m.sprite, dt)
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},
)
if !phys.is_colliding(turnaround_rc) {
m.walk_dir *= -1
}
}
}
draw_muntiks :: proc() {
iter := hm.iterator_make(&state.muntik_list)
for m, _ in hm.iterate(&iter) {
draw_sprite(m.sprite)
}
}
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