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//
// Example of an entity system
//

const MAX_ENTS number = 10;

const UNUSED number = 0;
const QUEUED number = 1;
const ACTIVE number = 2;

const PLAYER number = 0;
const ENEMY number = 1;
const ITEM number = 2;

def Entity {
    var id number;

    var used number;
    var type number;
    var x number;
    var y number;
    var frame number;
    var delay number;

    var lives number;
    var score number;

    def update() {
        println("updating player");
    }

    def erase() {
        println(id, " -> erase x:", x, " y:", y, " f:", frame);
    }

    def draw() {
        println(id, " -> read bg x:", x, " y:", y);

        println(id, " -> blit x:", x, " y:", y, " f:", frame);
    }

    def destroy() {
        used = UNUSED;
    }

    def test(other Entity) bool {
        // TODO
        return false;
    }

    def enemyUpdate() {
        println(id, " -> updating enemy ", used);
    }

    def enemy() {
        type = ENEMY;
        update = enemyUpdate;
    }
}

def Game {
    var ents [10]Entity;
    var next number;

    def spawn(x number, y number) Entity {
        var start number = next;
        for {
            if !ents[next].used {
                ents[next].used = QUEUED;
                ents[next].x = x;
                ents[next].y = y;
                ents[next].frame = 0;
                ents[next].delay = 0;
                ents[next].id = next;
                return ents[next];
            }
            next = (next + 1) % MAX_ENTS;
            if next == start {
                panic("out of ents :(");
            }
        }
    }

    var player Entity = spawn(1, 1);

    def erase() {
        for e in ents {
            if e.used == ACTIVE {
                e.erase();
            }
        }
    }

    def draw() {
        for e in ents {
            if e.used == ACTIVE {
                e.draw();
            }
        }
    }

    def update() {
        for e in ents {
            if e.used == ACTIVE {
                e.update();
                if e.type != PLAYER && e.test(player) {
                    if e.type == ENEMY {
                        player.lives = player.lives - 1;
                        continue;
                    }
                    if e.type == ITEM {
                        player.score = player.score + 10;
                        e.destroy();
                        continue;
                    }
                }
                continue;
            }
            if e.used == QUEUED {
                e.used = ACTIVE;
            }
        }
    }

    def run() {
        var loops number;
        for loops < 10 {
            erase();
            update();
            draw();

            // buffer SWAP

            if player.lives == 0 {
                println("game over");
                break;
            }

            loops = loops + 1;
        }

        if loops == 10 {
            println("out of rounds");
        }
    }
}

var game Game;
game.player.lives = 10;

game.spawn(1, 2).enemy();
game.spawn(2, 2).enemy();
game.spawn(2, 2).enemy();
game.spawn(2, 2).enemy();

game.run();