2 #include "system/stacktrace.h"
6 #include "game/level/lava/wavy_rect.h"
10 #include "system/nth_alloc.h"
11 #include "system/log.h"
12 #include "game/level/level_editor/rect_layer.h"
14 #define LAVA_BOINGNESS 2500.0f
22 Lava *create_lava_from_rect_layer(const RectLayer *rect_layer)
26 Lava *lava = PUSH_LT(lt, nth_calloc(1, sizeof(Lava)), free);
32 lava->rects_count = rect_layer_count(rect_layer);
33 lava->rects = PUSH_LT(lt, nth_calloc(lava->rects_count, sizeof(Wavy_rect*)), free);
34 if (lava->rects == NULL) {
38 const Rect *rects = rect_layer_rects(rect_layer);
39 const Color *colors = rect_layer_colors(rect_layer);
40 for (size_t i = 0; i < lava->rects_count; ++i) {
41 lava->rects[i] = PUSH_LT(lt, create_wavy_rect(rects[i], colors[i]), destroy_wavy_rect);
42 if (lava->rects[i] == NULL) {
50 void destroy_lava(Lava *lava)
56 /* TODO(#449): lava does not render its id in debug mode */
57 int lava_render(const Lava *lava,
63 for (size_t i = 0; i < lava->rects_count; ++i) {
64 if (wavy_rect_render(lava->rects[i], camera) < 0) {
72 int lava_update(Lava *lava, float delta_time)
76 for (size_t i = 0; i < lava->rects_count; ++i) {
77 if (wavy_rect_update(lava->rects[i], delta_time) < 0) {
85 bool lava_overlaps_rect(const Lava *lava,
90 for (size_t i = 0; i < lava->rects_count; ++i) {
91 if (rects_overlap(wavy_rect_hitbox(lava->rects[i]), rect)) {
99 void lava_float_rigid_body(Lava *lava, RigidBodies *rigid_bodies, RigidBodyId id)
103 const Rect object_hitbox = rigid_bodies_hitbox(rigid_bodies, id);
104 for (size_t i = 0; i < lava->rects_count; ++i) {
105 const Rect lava_hitbox = wavy_rect_hitbox(lava->rects[i]);
106 if (rects_overlap(object_hitbox, lava_hitbox)) {
107 const Rect overlap_area = rects_overlap_area(object_hitbox, lava_hitbox);
108 const float k = overlap_area.w * overlap_area.h / (object_hitbox.w * object_hitbox.h);
109 rigid_bodies_apply_force(
112 vec(0.0f, -k * LAVA_BOINGNESS));
113 rigid_bodies_damper(rigid_bodies, id, vec(0.0f, -0.9f));