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2026-08-01 21:48:30 +03:00
commit 3ce70bd00a
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package main
import hm "core:container/handle_map"
import rl "vendor:raylib"
Enemy :: struct {
using actor: Actor,
touch_dmg: i32,
}
enemy_update :: proc(state: ^GameState, p, e: ^Entity) {
p := hm.get(&state.entities, state.player)
}
// sys_enemy_ai :: proc(state: ^GameState) {
// for &enemy in &state.enemies {
// dir := state.player.pos - enemy.pos
// set_vel(cast(^Entity2)&enemy, dir, enemy.speed)
// }
// }
//
// sys_death :: proc(state: ^GameState3) {
// for &enemy in &state.enemies {
// if enemy.hp > 0 || enemy.marked do continue
// enemy.marked = true
// init_entity(
// state,
// GroundItem3 {
// ent = Entity2 {
// GroundItem3 = enemy.pos,
// GroundItem3 = {GroundItem3 = GfxCircle{GroundItem3 = {0, 0}, GroundItem3 = 6, GroundItem3 = {255, 220, 50, 255}}},
// GroundItem3 = 10,
// },
// heal = 25,
// },
// )
// }
// }