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package demonchime
import "fw"
import "phys"
Platform :: struct {
handle: Entity_Handle,
body: phys.Body_Handle,
}
make_platform :: proc(rect: Rect) -> (Entity_Handle, ^Platform) {
handle := phys.make_body(transmute(phys.Rect)rect)
return make_entity(&state.platform_list, Platform{body = handle})
}
draw_platforms :: proc() {
iter := iter_entity_list(state.platform_list)
color := Color{1, 0, 0, 0.25}
for p in entity_list_iter(&iter) {
rect := phys.get_rect(p.body)
fw.draw_rect(rect.start, rect.size, color = color)
}
}
clear_platforms :: proc() {
iter := iter_entity_list(state.platform_list)
for p in entity_list_iter(&iter) {
phys.remove_body(p.body)
delete_entity(&state.platform_list, p.handle)
}
}
setup_room_collisions :: proc() {
clear_platforms()
iterate_room_tiles(current_room.id, proc(x: i32, y: i32, tile_id: u32) {
tile := tiles[tile_id]
for coll in tile.collisions {
make_platform({coll.start + {f32(x), f32(y)}, coll.size})
}
})
}
on_room_open_platforms :: proc(room_id: Room_Id) {
setup_room_collisions()
}
object_spawner_collision :: proc(obj: Object_Resource) {
make_platform(Rect{obj.pos, obj.size})
}
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