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#include "enemies.h"
#include "bullet.h"
static rodeo_collision_2d_world_t collision_enemies_world;
static rodeo_texture_2d_t enemy_texture;
static cvec_enemy_t enemies;
void
init_enemies(void)
{
collision_enemies_world = rodeo_collision_2d_world_create();
enemies = cvec_enemy_t_init();
enemy_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/enemy.png"));
}
void
deinit_enemies(void)
{
rodeo_collision_2d_world_destroy(&collision_enemies_world);
cvec_enemy_t_drop(&enemies);
rodeo_texture_2d_destroy(&enemy_texture);
}
enemy_t*
spawn_enemy(float x, float y)
{
rodeo_collision_2d_world_item_t enemy_collision = (rodeo_collision_2d_world_item_t){.x = x, .y = y, .width = 26, .height = 38};
world_id id = rodeo_collision_2d_world_item_create(&collision_enemies_world, enemy_collision)->id;
return cvec_enemy_t_push(&enemies, (enemy_t){.hp = 100.0, .id = id});
}
void
draw_enemies(void)
{
c_foreach(i, cvec_collision_2d_world_item, collision_enemies_world) {
cvec_collision_2d_world_item_value *enemy = i.ref;
rodeo_texture_2d_draw(
&(rodeo_rectangle_t){
.x = enemy->x,
.y = enemy->y,
.width = enemy->width,
.height = enemy->height,
},
&(rodeo_rectangle_t){
.x = 0,
.y = 0,
.width = 26,
.height = 38
},
NULL,
&enemy_texture
);
}
}
enemy_t*
get_enemy_by_id(
world_id id
)
{
c_foreach(i, cvec_enemy_t, enemies) {
if (i.ref->id.id == id.id) {
return i.ref;
}
}
return NULL;
}
rodeo_collision_2d_world_t
get_enemies_world(void)
{
return collision_enemies_world;
}
cvec_enemy_t
get_enemies_cvec(void)
{
return enemies;
}
void enemy_destroy(
cvec_enemy_t_value* enemy
)
{
rodeo_collision_2d_world_item_destroy_by_id(enemy->id);
*enemy = *cvec_enemy_t_back(&enemies);
cvec_enemy_t_pop(&enemies);
}
void
damage_enemy_resolver(
rodeo_collision_2d_world_item_t *enemy_collision,
rodeo_collision_2d_world_item_t *bullet_collision
)
{
rodeo_collision_2d_world_item_destroy(bullet_collision);
enemy_t *enemy = get_enemy_by_id(enemy_collision->id);
enemy->hp -= 10;
if (enemy->hp <= 0) {
enemy_destroy(enemy);
}
}
void
detect_bullet_enemy_collisions(void)
{
rodeo_collision_2d_world_compare_other(&collision_enemies_world, get_player_bullet_world(), damage_enemy_resolver);
}
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