Files
major_tom/src/game/hazards.c
Thomas fac7085056 Add moon surface intro level with asteroid hazards and unarmed mechanics
Introduce moon01.lvl as the starting level — a pure jump-and-run intro
with no gun and no enemies, just platforming over gaps and dodging falling
asteroids. The player picks up their gun upon transitioning to level01.

New features:
- Moon tileset and PARALLAX_STYLE_MOON with crater terrain backgrounds
- Asteroid entity (ENT_ASTEROID): falls from sky, damages on contact,
  explodes on ground with particles, respawns after delay
- PLAYER_UNARMED directive disables gun for the level
- Pit rescue mechanic: falling costs 1 HP and auto-dashes upward
- Gun powerup entity type for future armed-pickup levels
- Segment-based procedural level generator with themed rooms
- Extended editor with entity palette and improved tile cycling
- Web shell improvements for Emscripten builds
2026-03-01 09:20:49 +00:00

802 lines
26 KiB
C

#include "game/hazards.h"
#include "game/player.h"
#include "game/sprites.h"
#include "game/projectile.h"
#include "engine/physics.h"
#include "engine/renderer.h"
#include "engine/particle.h"
#include "engine/audio.h"
#include <stdlib.h>
#include <math.h>
/* ════════════════════════════════════════════════════
* Shared helpers
* ════════════════════════════════════════════════════ */
/* Find the player entity in the manager */
static Entity *find_player(EntityManager *em) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (e->active && e->type == ENT_PLAYER) return e;
}
return NULL;
}
/* ════════════════════════════════════════════════════
* TURRET — floor/wall-mounted gun, shoots at player
* ════════════════════════════════════════════════════ */
static EntityManager *s_turret_em = NULL;
static void turret_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
TurretData *td = (TurretData *)self->data;
if (!td) return;
/* Death: turrets can be destroyed */
if (self->flags & ENTITY_DEAD) {
self->timer -= dt;
if (self->timer <= 0) {
entity_destroy(s_turret_em, self);
}
return;
}
/* Flash timer for muzzle flash visual */
if (td->fire_flash > 0) {
td->fire_flash -= dt;
}
/* Look for player */
Entity *player = find_player(s_turret_em);
if (!player || !player->active || (player->flags & ENTITY_DEAD)) {
td->shoot_timer = TURRET_SHOOT_CD;
return;
}
/* Distance check */
float px = player->body.pos.x + player->body.size.x * 0.5f;
float py = player->body.pos.y + player->body.size.y * 0.5f;
float tx = self->body.pos.x + self->body.size.x * 0.5f;
float ty = self->body.pos.y + self->body.size.y * 0.5f;
float dx = px - tx;
float dy = py - ty;
float dist = sqrtf(dx * dx + dy * dy);
/* Face toward player */
if (dx < 0) self->flags |= ENTITY_FACING_LEFT;
else self->flags &= ~ENTITY_FACING_LEFT;
if (dist < TURRET_DETECT_RANGE) {
td->shoot_timer -= dt;
if (td->shoot_timer <= 0 && s_turret_em) {
td->shoot_timer = TURRET_SHOOT_CD;
td->fire_flash = 0.15f;
/* Aim direction: normalize vector to player */
Vec2 dir;
if (dist > 0.01f) {
dir = vec2(dx / dist, dy / dist);
} else {
dir = vec2(1.0f, 0.0f);
}
/* Spawn projectile from turret barrel */
bool facing_left = (self->flags & ENTITY_FACING_LEFT) != 0;
float bx = facing_left ?
self->body.pos.x - 4.0f :
self->body.pos.x + self->body.size.x;
float by = self->body.pos.y + self->body.size.y * 0.3f;
projectile_spawn_dir(s_turret_em, vec2(bx, by), dir, false);
}
} else {
/* Reset cooldown when player leaves range */
if (td->shoot_timer < TURRET_SHOOT_CD * 0.5f)
td->shoot_timer = TURRET_SHOOT_CD * 0.5f;
}
/* Animation */
if (td->fire_flash > 0) {
animation_set(&self->anim, &anim_turret_fire);
} else {
animation_set(&self->anim, &anim_turret_idle);
}
animation_update(&self->anim, dt);
}
static void turret_render(Entity *self, const Camera *cam) {
(void)cam;
Body *body = &self->body;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
Vec2 render_pos = vec2(
body->pos.x - 1.0f,
body->pos.y
);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = render_pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = (self->flags & ENTITY_FACING_LEFT) != 0,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
} else {
SDL_Color color = {130, 130, 130, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void turret_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void turret_register(EntityManager *em) {
entity_register(em, ENT_TURRET, turret_update, turret_render, turret_destroy);
s_turret_em = em;
}
Entity *turret_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_TURRET, pos);
if (!e) return NULL;
e->body.size = vec2(TURRET_WIDTH, TURRET_HEIGHT);
e->body.gravity_scale = 0.0f; /* turrets are stationary */
e->health = TURRET_HEALTH;
e->max_health = TURRET_HEALTH;
e->damage = 1; /* light contact damage — turret is a hostile machine */
TurretData *td = calloc(1, sizeof(TurretData));
td->shoot_timer = TURRET_SHOOT_CD;
td->fire_flash = 0.0f;
e->data = td;
/* Start with death timer if needed */
e->timer = 0.3f;
animation_set(&e->anim, &anim_turret_idle);
return e;
}
/* ════════════════════════════════════════════════════
* MOVING PLATFORM — travels back and forth,
* player rides on top
* ════════════════════════════════════════════════════ */
static EntityManager *s_mplat_em = NULL;
static void mplat_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
MovingPlatData *md = (MovingPlatData *)self->data;
if (!md) return;
/* Advance phase (sine oscillation) */
float angular_speed = (MPLAT_SPEED / md->range) * 1.0f;
md->phase += angular_speed * dt;
if (md->phase > 2.0f * 3.14159265f)
md->phase -= 2.0f * 3.14159265f;
/* Calculate new position */
float offset = sinf(md->phase) * md->range;
Vec2 new_pos = vec2(
md->origin.x + md->direction.x * offset,
md->origin.y + md->direction.y * offset
);
/* Store velocity for player riding (carry velocity) */
self->body.vel.x = (new_pos.x - self->body.pos.x) / dt;
self->body.vel.y = (new_pos.y - self->body.pos.y) / dt;
self->body.pos = new_pos;
/* Check if player is standing on the platform */
Entity *player = find_player(s_mplat_em);
if (player && player->active && !(player->flags & ENTITY_DEAD)) {
Body *pb = &player->body;
Body *mb = &self->body;
/* Player's feet must be at the platform top (within 3px) */
float player_bottom = pb->pos.y + pb->size.y;
float plat_top = mb->pos.y;
bool horizontally_on = (pb->pos.x + pb->size.x > mb->pos.x + 1.0f) &&
(pb->pos.x < mb->pos.x + mb->size.x - 1.0f);
bool vertically_close = (player_bottom >= plat_top - 3.0f) &&
(player_bottom <= plat_top + 4.0f);
bool falling_or_standing = pb->vel.y >= -1.0f;
if (horizontally_on && vertically_close && falling_or_standing) {
/* Carry the player */
pb->pos.x += self->body.vel.x * dt;
pb->pos.y = plat_top - pb->size.y;
pb->on_ground = true;
if (pb->vel.y > 0) pb->vel.y = 0;
}
}
}
static void mplat_render(Entity *self, const Camera *cam) {
(void)cam;
Body *body = &self->body;
if (g_spritesheet) {
SDL_Rect src = animation_current_rect(&self->anim);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = body->pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = false,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
} else {
SDL_Color color = {60, 110, 165, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void mplat_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void mplat_register(EntityManager *em) {
entity_register(em, ENT_MOVING_PLATFORM, mplat_update, mplat_render, mplat_destroy);
s_mplat_em = em;
}
Entity *mplat_spawn(EntityManager *em, Vec2 pos) {
return mplat_spawn_dir(em, pos, vec2(1.0f, 0.0f)); /* default horizontal */
}
Entity *mplat_spawn_dir(EntityManager *em, Vec2 pos, Vec2 dir) {
Entity *e = entity_spawn(em, ENT_MOVING_PLATFORM, pos);
if (!e) return NULL;
e->body.size = vec2(MPLAT_WIDTH, MPLAT_HEIGHT);
e->body.gravity_scale = 0.0f;
e->health = 9999; /* indestructible */
e->max_health = 9999;
e->flags |= ENTITY_INVINCIBLE;
e->damage = 0;
MovingPlatData *md = calloc(1, sizeof(MovingPlatData));
md->origin = pos;
md->direction = dir;
md->range = MPLAT_RANGE;
md->phase = 0.0f;
e->data = md;
animation_set(&e->anim, &anim_platform);
return e;
}
/* ════════════════════════════════════════════════════
* FLAME VENT — floor grate with timed blue flames
* ════════════════════════════════════════════════════ */
static EntityManager *s_flame_em = NULL;
/* Damage cooldown tracking: use entity timer field */
#define FLAME_DAMAGE_CD 0.5f
static void flame_vent_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
FlameVentData *fd = (FlameVentData *)self->data;
if (!fd) return;
/* Tick the phase timer */
fd->timer -= dt;
if (fd->timer <= 0) {
fd->active = !fd->active;
fd->timer = fd->active ? FLAME_ON_TIME : FLAME_OFF_TIME;
}
/* Warning flicker: 0.3s before flames ignite */
fd->warn_time = 0.0f;
if (!fd->active && fd->timer < 0.3f) {
fd->warn_time = fd->timer;
}
/* Animation */
if (fd->active) {
animation_set(&self->anim, &anim_flame_vent_active);
} else {
animation_set(&self->anim, &anim_flame_vent_idle);
}
animation_update(&self->anim, dt);
/* Damage player when flames are active */
if (fd->active) {
/* Damage cooldown */
if (self->timer > 0) {
self->timer -= dt;
}
Entity *player = find_player(s_flame_em);
if (player && player->active &&
!(player->flags & ENTITY_DEAD) &&
!(player->flags & ENTITY_INVINCIBLE) &&
self->timer <= 0) {
/* Check overlap with flame area (the full sprite, not just base) */
if (physics_overlap(&self->body, &player->body)) {
player->health -= FLAME_DAMAGE;
if (player->health <= 0)
player->flags |= ENTITY_DEAD;
self->timer = FLAME_DAMAGE_CD;
/* Blue flame hit particles */
Vec2 hit_center = vec2(
player->body.pos.x + player->body.size.x * 0.5f,
player->body.pos.y + player->body.size.y * 0.5f
);
SDL_Color flame_col = {68, 136, 255, 255};
particle_emit_spark(hit_center, flame_col);
}
}
/* Emit ambient flame particles */
if ((int)(fd->timer * 10.0f) % 3 == 0) {
Vec2 origin = vec2(
self->body.pos.x + self->body.size.x * 0.5f,
self->body.pos.y + 2.0f
);
ParticleBurst burst = {
.origin = origin,
.count = 2,
.speed_min = 20.0f,
.speed_max = 50.0f,
.life_min = 0.1f,
.life_max = 0.3f,
.size_min = 1.0f,
.size_max = 2.5f,
.spread = 0.4f,
.direction = -1.5708f, /* upward */
.drag = 0.0f,
.gravity_scale = -0.3f, /* float upward */
.color = {100, 150, 255, 255},
.color_vary = true,
};
particle_emit(&burst);
}
}
}
static void flame_vent_render(Entity *self, const Camera *cam) {
(void)cam;
FlameVentData *fd = (FlameVentData *)self->data;
Body *body = &self->body;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = body->pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = false,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
/* Warning flicker: blink the sprite when about to ignite */
if (fd && fd->warn_time > 0) {
int blink = (int)(fd->warn_time * 20.0f) % 2;
spr.alpha = blink ? 180 : 255;
}
renderer_submit(&spr);
} else {
SDL_Color color = fd && fd->active ?
(SDL_Color){68, 136, 255, 255} :
(SDL_Color){80, 80, 80, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void flame_vent_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void flame_vent_register(EntityManager *em) {
entity_register(em, ENT_FLAME_VENT, flame_vent_update, flame_vent_render, flame_vent_destroy);
s_flame_em = em;
}
Entity *flame_vent_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_FLAME_VENT, pos);
if (!e) return NULL;
e->body.size = vec2(FLAME_WIDTH, FLAME_HEIGHT);
e->body.gravity_scale = 0.0f;
e->health = 9999;
e->max_health = 9999;
e->flags |= ENTITY_INVINCIBLE;
e->damage = FLAME_DAMAGE;
FlameVentData *fd = calloc(1, sizeof(FlameVentData));
fd->active = false;
fd->timer = FLAME_OFF_TIME;
fd->warn_time = 0.0f;
e->data = fd;
e->timer = 0.0f; /* damage cooldown */
animation_set(&e->anim, &anim_flame_vent_idle);
return e;
}
/* ════════════════════════════════════════════════════
* FORCE FIELD — energy barrier that toggles on/off
* ════════════════════════════════════════════════════ */
static EntityManager *s_ffield_em = NULL;
static void force_field_update(Entity *self, float dt, const Tilemap *map) {
(void)map;
ForceFieldData *fd = (ForceFieldData *)self->data;
if (!fd) return;
/* Tick the phase timer */
fd->timer -= dt;
if (fd->timer <= 0) {
fd->active = !fd->active;
fd->timer = fd->active ? FFIELD_ON_TIME : FFIELD_OFF_TIME;
}
/* Animation */
if (fd->active) {
animation_set(&self->anim, &anim_force_field_on);
} else {
animation_set(&self->anim, &anim_force_field_off);
}
animation_update(&self->anim, dt);
/* When active: block player and deal damage */
if (fd->active) {
Entity *player = find_player(s_ffield_em);
if (player && player->active && !(player->flags & ENTITY_DEAD)) {
Body *pb = &player->body;
Body *fb = &self->body;
if (physics_overlap(pb, fb)) {
/* Push player out of the force field */
float player_cx = pb->pos.x + pb->size.x * 0.5f;
float field_cx = fb->pos.x + fb->size.x * 0.5f;
if (player_cx < field_cx) {
/* Push left */
pb->pos.x = fb->pos.x - pb->size.x;
if (pb->vel.x > 0) pb->vel.x = 0;
} else {
/* Push right */
pb->pos.x = fb->pos.x + fb->size.x;
if (pb->vel.x < 0) pb->vel.x = 0;
}
/* Damage with cooldown */
if (!(player->flags & ENTITY_INVINCIBLE) && self->timer <= 0) {
player->health -= FFIELD_DAMAGE;
if (player->health <= 0)
player->flags |= ENTITY_DEAD;
self->timer = 0.8f; /* damage cooldown */
/* Electric zap particles */
Vec2 zap_pos = vec2(
fb->pos.x + fb->size.x * 0.5f,
player->body.pos.y + player->body.size.y * 0.5f
);
SDL_Color zap_col = {136, 170, 255, 255};
particle_emit_spark(zap_pos, zap_col);
}
}
}
/* Emit shimmer particles */
if ((int)(fd->timer * 8.0f) % 2 == 0) {
float ry = self->body.pos.y + (float)(rand() % (int)self->body.size.y);
Vec2 origin = vec2(
self->body.pos.x + self->body.size.x * 0.5f,
ry
);
ParticleBurst burst = {
.origin = origin,
.count = 1,
.speed_min = 5.0f,
.speed_max = 15.0f,
.life_min = 0.1f,
.life_max = 0.25f,
.size_min = 0.5f,
.size_max = 1.5f,
.spread = 3.14159f,
.direction = 0.0f,
.drag = 0.5f,
.gravity_scale = 0.0f,
.color = {136, 170, 255, 200},
.color_vary = true,
};
particle_emit(&burst);
}
}
/* Damage cooldown */
if (self->timer > 0) {
self->timer -= dt;
}
}
static void force_field_render(Entity *self, const Camera *cam) {
(void)cam;
ForceFieldData *fd = (ForceFieldData *)self->data;
Body *body = &self->body;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = body->pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = false,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = fd && fd->active ? 220 : 100,
};
renderer_submit(&spr);
} else {
SDL_Color color = fd && fd->active ?
(SDL_Color){100, 130, 255, 220} :
(SDL_Color){40, 50, 80, 100};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void force_field_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void force_field_register(EntityManager *em) {
entity_register(em, ENT_FORCE_FIELD, force_field_update, force_field_render, force_field_destroy);
s_ffield_em = em;
}
Entity *force_field_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_FORCE_FIELD, pos);
if (!e) return NULL;
e->body.size = vec2(FFIELD_WIDTH, FFIELD_HEIGHT);
e->body.gravity_scale = 0.0f;
e->health = 9999;
e->max_health = 9999;
e->flags |= ENTITY_INVINCIBLE;
e->damage = FFIELD_DAMAGE;
ForceFieldData *fd = calloc(1, sizeof(ForceFieldData));
fd->active = true;
fd->timer = FFIELD_ON_TIME;
e->data = fd;
e->timer = 0.0f; /* damage cooldown */
animation_set(&e->anim, &anim_force_field_on);
return e;
}
/* ════════════════════════════════════════════════════
* ASTEROID — Falling space rock
* ════════════════════════════════════════════════════ */
static EntityManager *s_asteroid_em = NULL;
static Sound s_sfx_asteroid_impact;
static bool s_asteroid_sfx_loaded = false;
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static void asteroid_update(Entity *self, float dt, const Tilemap *map) {
AsteroidData *ad = (AsteroidData *)self->data;
if (!ad) return;
/* Initial delay before first fall */
if (ad->start_delay > 0) {
ad->start_delay -= dt;
self->body.pos.y = -20.0f; /* hide off-screen */
return;
}
if (!ad->falling) {
/* Waiting to respawn */
ad->respawn_timer -= dt;
if (ad->respawn_timer <= 0) {
/* Reset to spawn position and start falling */
self->body.pos = ad->spawn_pos;
ad->falling = true;
ad->trail_timer = 0;
ad->fall_speed = ASTEROID_FALL_SPEED;
}
return;
}
/* Accelerate while falling (gravity-like) */
ad->fall_speed += 200.0f * dt;
self->body.pos.y += ad->fall_speed * dt;
/* Tumble animation */
animation_update(&self->anim, dt);
/* Smoke trail particles */
ad->trail_timer -= dt;
if (ad->trail_timer <= 0) {
ad->trail_timer = 0.04f;
Vec2 center = vec2(
self->body.pos.x + self->body.size.x * 0.5f,
self->body.pos.y
);
ParticleBurst trail = {
.origin = center,
.count = 2,
.speed_min = 5.0f,
.speed_max = 20.0f,
.life_min = 0.2f,
.life_max = 0.5f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = 0.5f,
.direction = -(float)M_PI / 2.0f, /* upward */
.drag = 2.0f,
.gravity_scale = 0.0f,
.color = {140, 110, 80, 180},
.color_vary = true,
};
particle_emit(&trail);
}
/* Check player collision */
Entity *player = find_player(s_asteroid_em);
if (player && !(player->flags & ENTITY_INVINCIBLE) &&
!(player->flags & ENTITY_DEAD)) {
if (physics_overlap(&self->body, &player->body)) {
player->health -= ASTEROID_DAMAGE;
if (player->health <= 0) {
player->health = 0;
player->flags |= ENTITY_DEAD;
} else {
/* Grant invincibility frames */
PlayerData *ppd = (PlayerData *)player->data;
if (ppd) {
ppd->inv_timer = PLAYER_INV_TIME;
player->flags |= ENTITY_INVINCIBLE;
}
/* Knockback downward and away */
float knock_dir = (player->body.pos.x < self->body.pos.x)
? -1.0f : 1.0f;
player->body.vel.x = knock_dir * 120.0f;
player->body.vel.y = 100.0f;
}
Vec2 hit_pos = vec2(
player->body.pos.x + player->body.size.x * 0.5f,
player->body.pos.y + player->body.size.y * 0.5f
);
particle_emit_spark(hit_pos, (SDL_Color){180, 140, 80, 255});
if (s_asteroid_sfx_loaded) {
audio_play_sound(s_sfx_asteroid_impact, 80);
}
}
}
/* Check ground collision */
int tx = world_to_tile(self->body.pos.x + self->body.size.x * 0.5f);
int ty = world_to_tile(self->body.pos.y + self->body.size.y);
bool hit_ground = tilemap_is_solid(map, tx, ty);
/* Also despawn if far below level */
float level_bottom = (float)(map->height * TILE_SIZE) + 32.0f;
if (hit_ground || self->body.pos.y > level_bottom) {
/* Impact effect */
Vec2 impact_pos = vec2(
self->body.pos.x + self->body.size.x * 0.5f,
self->body.pos.y + self->body.size.y
);
particle_emit_death_puff(impact_pos, (SDL_Color){140, 110, 80, 255});
if (s_asteroid_sfx_loaded) {
audio_play_sound(s_sfx_asteroid_impact, 60);
}
/* Hide and start respawn timer */
ad->falling = false;
ad->respawn_timer = ASTEROID_RESPAWN;
self->body.pos.y = -100.0f; /* hide off-screen */
}
}
static void asteroid_render(Entity *self, const Camera *cam) {
(void)cam;
AsteroidData *ad = (AsteroidData *)self->data;
if (!ad || !ad->falling) return;
if (!g_spritesheet || !self->anim.def) return;
SDL_Rect src = animation_current_rect(&self->anim);
Body *body = &self->body;
float draw_x = body->pos.x + body->size.x * 0.5f - SPRITE_CELL * 0.5f;
float draw_y = body->pos.y + body->size.y * 0.5f - SPRITE_CELL * 0.5f;
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = vec2(draw_x, draw_y),
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = false,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
}
static void asteroid_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void asteroid_register(EntityManager *em) {
entity_register(em, ENT_ASTEROID, asteroid_update, asteroid_render, asteroid_destroy);
s_asteroid_em = em;
if (!s_asteroid_sfx_loaded) {
s_sfx_asteroid_impact = audio_load_sound("assets/sounds/hitHurt.wav");
s_asteroid_sfx_loaded = true;
}
}
Entity *asteroid_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_ASTEROID, pos);
if (!e) return NULL;
e->body.size = vec2(ASTEROID_WIDTH, ASTEROID_HEIGHT);
e->body.gravity_scale = 0.0f; /* we handle movement manually */
e->health = 9999;
e->max_health = 9999;
e->flags |= ENTITY_INVINCIBLE;
e->damage = ASTEROID_DAMAGE;
AsteroidData *ad = calloc(1, sizeof(AsteroidData));
ad->spawn_pos = pos;
ad->falling = true;
ad->fall_speed = ASTEROID_FALL_SPEED;
ad->trail_timer = 0;
ad->respawn_timer = 0;
/* Stagger start times based on spawn position to avoid all falling at once */
ad->start_delay = (pos.x * 0.013f + pos.y * 0.007f);
ad->start_delay = ad->start_delay - (float)(int)ad->start_delay; /* frac part */
ad->start_delay *= 3.0f; /* 0-3s stagger */
e->data = ad;
animation_set(&e->anim, &anim_asteroid);
return e;
}