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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 :: 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},
    mask = {.Player, .Hard},
  )
  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},
    )

    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) {
      m.walk_dir *= -1
    }
  }
}

draw_muntiks :: proc() {
  iter := hm.iterator_make(&state.muntik_list)
  for m, _ in hm.iterate(&iter) {
    draw_sprite(m.sprite)
  }
}