Map Render
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+9
-25
@@ -24,19 +24,6 @@ Enemy :: struct {
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handle: ent_handle,
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}
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create_enemy :: proc(scene: ^Scene, pos: rl.Vector2) {
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if scene.enemy_count >= MAX_ENEMIES {
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return
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}
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scene.enemies[scene.enemy_count] = Enemy {
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position = pos,
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hp = 100,
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speed = 100,
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col = 32,
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}
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scene.enemy_count += 1
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}
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update_player :: proc(player: ^Player, dt: f32) {
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input: rl.Vector2
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@@ -73,8 +60,6 @@ calc_col_box :: proc(center: rl.Vector2, side: f32) -> rl.Rectangle {
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}
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// Разлепляет два ентерия — выталкивает по оси наименьшего проникновения.
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// Чтоб не стояли друг в друге как родные.
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resolve_entity_overlap :: proc(a, b: ^Entity) {
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ra := calc_col_box(a.position, a.col)
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rb := calc_col_box(b.position, b.col)
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@@ -106,18 +91,17 @@ resolve_entity_overlap :: proc(a, b: ^Entity) {
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}
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resolve_collisions :: proc(scene: ^Scene) {
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// Враг против врага — чтоб толпой не слипались
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for i in 0 ..< scene.enemy_count {
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for j in i + 1 ..< scene.enemy_count {
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resolve_entity_overlap(
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&scene.enemies[i].ent,
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&scene.enemies[j].ent,
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)
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it := hm.iterator_make(&scene.enemies)
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for i, _ in hm.iterate(&it) {
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it2 := hm.iterator_make(&scene.enemies)
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for j, _ in hm.iterate(&it2) {
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if i == j do continue
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resolve_entity_overlap(i, j)
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}
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}
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// Игрок против врагов — чтоб не захавывали друг друга
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for &enemy in scene.enemies[:scene.enemy_count] {
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resolve_entity_overlap(&scene.player.ent, &enemy.ent)
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it = hm.iterator_make(&scene.enemies)
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for i, _ in hm.iterate(&it) {
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resolve_entity_overlap(&scene.player.ent, i)
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}
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}
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