#include "barrel.h" #include "barrel_data.h" #include "utils.h" #include "assets.h" void AddBarrel(float xpos, float ypos) { Entity barrel = {0}; barrel.type = Barrel_Entity; barrel.position = (Vector2) {xpos, ypos}; barrel.flags |= (ENTITY_PHYSICS_ACTIVE | ENTITY_VISIBLE); Asset* barrelTexture = GetMatchingAssetExitOnFail("barrel", Texture_Asset); Sprite barrelSprite = (Sprite) { .texture = barrelTexture->texture, .layer = Foreground_Layer, .destRect = destRect, .srcRect = { .x = 0, .y = 0, .width = barrelTexture->texture.width / 2, .height = barrelTexture->texture.height } }; AddSpriteToEntity(&barrel, barrelSprite); barrel.physicsCollider = physicsCollider; #ifdef BEATEMUP_DEBUG barrel.physicsColliderColor = RED; #endif AddEntity(&barrel); } void UpdateBarrel(float dt) { UNUSED(dt); }