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path: root/src/content/entities/entity_tnt.rs
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use glam::{IVec2, Vec2};

use crate::{
    sim::{
        entity::{EntityBehaviour, EntityCells, EntityDef, EntityUpdateCtx},
        lib::force::apply_explosion,
        sim_manager::SimCtx,
    },
    sprite_loader::load_sprite_to_cells,
};

struct TntEntityBehaviour {
    pub fuse: f32,
}

impl EntityBehaviour for TntEntityBehaviour {
    fn update(&mut self, update_ctx: &mut EntityUpdateCtx, ctx: &mut SimCtx, delta_time: f32) {
        self.fuse -= delta_time;
        if self.fuse <= 0.0 {
            apply_explosion(
                ctx,
                update_ctx.entity_data.transform(ctx).unwrap().0,
                35,
                Vec2::new(0.0, -0.6),
                400.0,
            );
            update_ctx.deferred_destroy(update_ctx.entity_data.id);
        }
    }
}

pub fn entity_tnt_def(position: Vec2) -> EntityDef {
    let sprite_cells = load_sprite_to_cells("assets/sprites/tnt");
    let entity_cells = EntityCells {
        cells: sprite_cells.cells,
        size: IVec2::new(sprite_cells.width as i32, sprite_cells.height as i32),
    };

    EntityDef::from_cells(
        position,
        entity_cells,
        Some(Box::new(TntEntityBehaviour { fuse: 3.0 })),
    )
}