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#include "rodeo.h"
#include "input.h"
#include "player.h"
#include "bullet.h"
#include "wall.h"
#include "rodeo/collision.h"
static rodeo_texture_2d_t bullet_texture;
static rodeo_audio_sound_t *pop_sound;
//static rodeo_collision_2d_world_t bullet_collision_world;
static rodeo_collision_2d_world_t player_bullet_collision_world = {0};
static rodeo_collision_2d_world_t enemy_bullet_collision_world = {0};
static cvec_bullet_t bullets = {0};
void
init_bullets(void)
{
bullet_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/bullet.png"));
pop_sound = rodeo_audio_sound_create_from_path(cstr_lit("assets/pop.wav"));
}
void
deinit_bullets(void)
{
rodeo_texture_2d_destroy(&bullet_texture);
rodeo_audio_sound_destroy(pop_sound);
rodeo_collision_2d_world_destroy(&player_bullet_collision_world);
rodeo_collision_2d_world_destroy(&enemy_bullet_collision_world);
cvec_bullet_t_drop(&bullets);
}
void
reset_bullets(void)
{
c_foreach_rv(i, cvec_bullet_t, bullets)
{
bullet_destroy(i.ref);
}
}
bullet_t *
spawn_bullet(
float x,
float y,
float dx,
float dy,
rodeo_collision_2d_world_t *bullet_world,
rodeo_color_RGBAFloat_t color
)
{
bullet_t bullet = {
.color = color
};
bullet.id = rodeo_collision_2d_world_item_create(
bullet_world,
(rodeo_collision_2d_world_item_t){
.x = x,
.y = y,
.dx = dx,
.dy = dy,
.width = 25.0f,
.height = 25.0f
}
)->id;
return cvec_bullet_t_push(
&bullets,
bullet
);
}
void
move_bullets(void)
{
c_foreach(i, cvec_collision_2d_world_item, player_bullet_collision_world) {
cvec_collision_2d_world_item_value *bullet = i.ref;
bullet->x += bullet->dx;
bullet->y += bullet->dy;
}
c_foreach(i, cvec_collision_2d_world_item, enemy_bullet_collision_world) {
cvec_collision_2d_world_item_value *bullet = i.ref;
bullet->x += bullet->dx;
bullet->y += bullet->dy;
}
}
bullet_t*
get_bullet_by_id(
world_id id
)
{
c_foreach(i, cvec_bullet_t, bullets) {
if (i.ref->id.id == id.id) {
return i.ref;
}
}
return NULL;
}
void
draw_bullets(void)
{
c_foreach(i, cvec_collision_2d_world_item, player_bullet_collision_world) {
cvec_collision_2d_world_item_value *bullet = i.ref;
bullet_t *bullet_obj = get_bullet_by_id(i.ref->id);
rodeo_texture_2d_draw(
&(rodeo_rectangle_t){
.x = bullet->x,
.y = bullet->y,
.width = bullet->width,
.height = bullet->height,
},
&(rodeo_rectangle_t){
.x = 0,
.y = 0,
.width = 25,
.height = 25
},
&bullet_obj->color,
&bullet_texture
);
}
c_foreach(i, cvec_collision_2d_world_item, enemy_bullet_collision_world) {
cvec_collision_2d_world_item_value *bullet = i.ref;
bullet_t *bullet_obj = get_bullet_by_id(i.ref->id);
rodeo_texture_2d_draw(
&(rodeo_rectangle_t){
.x = bullet->x,
.y = bullet->y,
.width = bullet->width,
.height = bullet->height,
},
&(rodeo_rectangle_t){
.x = 0,
.y = 0,
.width = 25,
.height = 25
},
&bullet_obj->color,
&bullet_texture
);
}
}
rodeo_collision_2d_world_t *
get_enemy_bullet_world(void)
{
return &enemy_bullet_collision_world;
}
rodeo_collision_2d_world_t *
get_player_bullet_world(void)
{
return &player_bullet_collision_world;
}
void
bullet_destroy(
cvec_bullet_t_value* bullet
)
{
bool player_is_moving =
(*(float*)units_move_right_input(NULL, NULL) + *(float*)units_move_left_input(NULL, NULL)) != 0 ||
(*(float*)units_move_down_input(NULL, NULL) + *(float*)units_move_up_input(NULL, NULL)) != 0;
if (bullet->id.world == &player_bullet_collision_world || !player_is_moving || get_player_hp() <= 0)
{
rodeo_audio_sound_play(pop_sound);
}
rodeo_collision_2d_world_item_destroy_by_id(bullet->id);
*bullet = *cvec_bullet_t_back(&bullets);
cvec_bullet_t_pop(&bullets);
}
void bullet_wall_resolver(
rodeo_collision_2d_world_item_t *bullet_collision,
rodeo_collision_2d_world_item_t *wall_collision
)
{
bullet_t *bullet= get_bullet_by_id(bullet_collision->id);
if (bullet == NULL) { return; }
bullet_destroy(bullet);
}
void
detect_bullet_wall_collisions(void)
{
rodeo_collision_2d_world_compare_other(&player_bullet_collision_world, get_wall_world(), bullet_wall_resolver);
rodeo_collision_2d_world_compare_other(&enemy_bullet_collision_world, get_wall_world(), bullet_wall_resolver);
}
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